Cataclysm BN
Character Class Referenceabstract

#include <character.h>

Inheritance diagram for Character:
Creature visitable< Character > player avatar npc standard_npc

Classes

struct  comfort_response_t
 
struct  has_mission_item_filter
 
struct  trait_data
 

Public Types

enum class  comfort_level {
  impossible = -999 , uncomfortable = -7 , neutral = 0 , slightly_comfortable = 3 ,
  comfortable = 5 , very_comfortable = 10
}
 
enum  water_tolerance { WT_IGNORED = 0 , WT_NEUTRAL , WT_GOOD , NUM_WATER_TOLERANCE }
 
using trap_map = std::map< tripoint, std::string >
 
- Public Types inherited from Creature
enum  Attitude : int { A_HOSTILE , A_NEUTRAL , A_FRIENDLY , A_ANY }
 Simplified attitude towards any creature: hostile - hate, want to kill, etc. More...
 

Public Member Functions

 Character (const Character &)=delete
 
Characteroperator= (const Character &)=delete
 
 ~Character () override
 
Characteras_character () override
 
const Characteras_character () const override
 
character_id getID () const
 
void setID (character_id i, bool force=false)
 
field_type_id bloodType () const override
 
field_type_id gibType () const override
 
bool is_warm () const override
 
bool in_species (const species_id &spec) const override
 
const std::string & symbol () const override
 
virtual int get_str () const
 Getters for stats exclusive to characters. More...
 
virtual int get_dex () const
 
virtual int get_per () const
 
virtual int get_int () const
 
virtual int get_str_base () const
 
virtual int get_dex_base () const
 
virtual int get_per_base () const
 
virtual int get_int_base () const
 
virtual int get_str_bonus () const
 
virtual int get_dex_bonus () const
 
virtual int get_per_bonus () const
 
virtual int get_int_bonus () const
 
int get_speed () const override
 
virtual int ranged_dex_mod () const
 
virtual int ranged_per_mod () const
 
virtual void set_str_bonus (int nstr)
 Setters for stats exclusive to characters. More...
 
virtual void set_dex_bonus (int ndex)
 
virtual void set_per_bonus (int nper)
 
virtual void set_int_bonus (int nint)
 
virtual void mod_str_bonus (int nstr)
 
virtual void mod_dex_bonus (int ndex)
 
virtual void mod_per_bonus (int nper)
 
virtual void mod_int_bonus (int nint)
 
void print_health () const
 
virtual int get_healthy () const
 Getters for health values exclusive to characters. More...
 
virtual int get_healthy_mod () const
 
virtual void mod_healthy (int nhealthy)
 Modifiers for health values exclusive to characters. More...
 
virtual void mod_healthy_mod (int nhealthy_mod, int cap)
 
virtual void set_healthy (int nhealthy)
 Setters for health values exclusive to characters. More...
 
virtual void set_healthy_mod (int nhealthy_mod)
 
int get_stored_kcal () const
 Getter for need values exclusive to characters. More...
 
int max_stored_kcal () const
 
float get_kcal_percent () const
 
int get_thirst () const
 
std::pair< std::string, nc_colorget_thirst_description () const
 
std::pair< std::string, nc_colorget_hunger_description () const
 
std::pair< std::string, nc_colorget_fatigue_description () const
 
int get_fatigue () const
 
int get_sleep_deprivation () const
 
std::pair< std::string, nc_colorget_pain_description () const override
 
virtual void mod_stored_kcal (int nkcal)
 Modifiers for need values exclusive to characters. More...
 
virtual void mod_stored_nutr (int nnutr)
 
virtual void mod_thirst (int nthirst)
 
virtual void mod_fatigue (int nfatigue)
 
virtual void mod_sleep_deprivation (int nsleep_deprivation)
 
virtual void set_stored_kcal (int kcal)
 Setters for need values exclusive to characters. More...
 
virtual void set_thirst (int nthirst)
 
virtual void set_fatigue (int nfatigue)
 
virtual void set_sleep_deprivation (int nsleep_deprivation)
 
void mod_stat (const std::string &stat, float modifier) override
 
m_size get_size () const override
 Get size class of character. More...
 
void recalculate_size ()
 Recalculate size class of character. More...
 
std::string disp_name (bool possessive=false, bool capitalize_first=false) const override
 Returns either "you" or the player's name. More...
 
std::string skin_name () const override
 Returns the name of the player's outer layer, e.g. More...
 
virtual factionget_faction () const
 
void set_fac_id (const std::string &my_fac_id)
 
int effective_dispersion (int dispersion) const
 
std::vector< aim_typeget_aim_types (const item &gun) const
 
std::pair< int, int > get_fastest_sight (const item &gun, double recoil) const
 
int get_most_accurate_sight (const item &gun) const
 
double aim_speed_skill_modifier (const skill_id &gun_skill) const
 
double aim_speed_dex_modifier () const
 
double aim_speed_encumbrance_modifier () const
 
double aim_cap_from_volume (const item &gun) const
 
double aim_per_move (const item &gun, double recoil) const
 
double recoil_vehicle () const
 Get maximum recoil penalty due to vehicle motion. More...
 
double recoil_mode () const
 
double recoil_total () const
 Current total maximum recoil penalty from all sources. More...
 
float get_dodge_base () const override
 Combat getters. More...
 
float get_hit_base () const override
 
float get_dodge () const override
 
const tripointpos () const override
 
int sight_range (int light_level) const override
 Returns the player's sight range. More...
 
int unimpaired_range () const
 Returns the player maximum vision range factoring in mutations, diseases, and other effects. More...
 
bool overmap_los (const tripoint_abs_omt &omt, int sight_points)
 Returns true if overmap tile is within player line-of-sight. More...
 
int overmap_sight_range (int light_level) const
 Returns the distance the player can see on the overmap. More...
 
int clairvoyance () const
 Returns the distance the player can see through walls. More...
 
bool sight_impaired () const
 Returns true if the player has some form of impaired sight. More...
 
bool has_alarm_clock () const
 Returns true if the player or their vehicle has an alarm clock. More...
 
bool has_watch () const
 Returns true if the player or their vehicle has a watch. More...
 
void action_taken ()
 Called after every action, invalidates player caches. More...
 
bool is_on_ground () const override
 Returns true if the player is knocked over or has broken legs. More...
 
int swim_speed () const
 Returns the player's speed for swimming across water tiles. More...
 
void add_miss_reason (const std::string &reason, unsigned int weight)
 Adds a reason for why the player would miss a melee attack. More...
 
void clear_miss_reasons ()
 Clears the list of reasons for why the player would miss a melee attack. More...
 
std::string get_miss_reason ()
 Returns an explanation for why the player would miss a melee attack. More...
 
void regen (int rate_multiplier)
 Handles passive regeneration of pain and maybe hp. More...
 
void enforce_minimum_healing ()
 
itembest_quality_item (const quality_id &qual)
 get best quality item that this character has More...
 
virtual void update_health (int external_modifiers=0)
 Handles health fluctuations over time. More...
 
void update_body ()
 Updates all "biology" by one turn. More...
 
void update_body (const time_point &from, const time_point &to)
 Updates all "biology" as if time between from and to passed. More...
 
void update_stomach (const time_point &from, const time_point &to)
 Updates the stomach to give accurate hunger messages. More...
 
void update_needs (int rate_multiplier)
 Increases hunger, thirst, fatigue and stimulants wearing off. More...
 
needs_rates calc_needs_rates () const
 
void check_needs_extremes ()
 Kills the player if too hungry, stimmed up etc., forces tired player to sleep and prints warnings. More...
 
bool is_hibernating () const
 Returns if the player has hibernation mutation and is asleep and well fed. More...
 
void update_bodytemp (const map &m, const weather_manager &weather)
 Maintains body temperature. More...
 
void temp_equalizer (const bodypart_id &bp1, const bodypart_id &bp2)
 Equalizes heat between body parts. More...
 
comfort_response_t base_comfort_value (const tripoint &p) const
 Rate point's ability to serve as a bed. More...
 
int blood_loss (const bodypart_id &bp) const
 Define blood loss (in percents) More...
 
void reset_bonuses () override
 Resets the value of all bonus fields to 0. More...
 
void reset_stats () override
 Resets stats, and applies effects in an idempotent manner. More...
 
void reset () override
 Handles stat and bonus reset. More...
 
void reset_encumbrance ()
 Recalculates encumbrance cache. More...
 
int encumb (body_part bp) const
 Returns ENC provided by armor, etc. More...
 
units::mass get_weight () const override
 Returns body weight plus weight of inventory and worn/wielded items. More...
 
std::array< encumbrance_data, num_bpget_encumbrance () const
 Get encumbrance for all body parts. More...
 
std::array< encumbrance_data, num_bpget_encumbrance (const item &new_item) const
 Get encumbrance for all body parts as if new_item was also worn. More...
 
int extraEncumbrance (layer_level level, int bp) const
 Get encumbrance penalty per layer & body part. More...
 
bool is_wearing_power_armor (bool *hasHelmet=nullptr) const
 Returns true if the character is wearing power armor. More...
 
bool is_wearing_active_power_armor () const
 Returns true if the character is wearing active power. More...
 
bool is_wearing_active_optcloak () const
 Returns true if the player is wearing an active optical cloak. More...
 
bool in_climate_control ()
 Returns true if the player is in a climate controlled area or armor. More...
 
bool is_blind () const
 Returns true if the player isn't able to see. More...
 
bool is_invisible () const
 
int visibility (bool check_color=false, int stillness=0) const
 Checks is_invisible() as well as other factors. More...
 
float active_light () const
 Returns character luminosity based on the brightest active item they are carrying. More...
 
bool sees_with_specials (const Creature &critter) const
 
body_part_set exclusive_flag_coverage (const std::string &flag) const
 Bitset of all the body parts covered only with items with flag (or nothing) More...
 
bool move_effects (bool attacking) override
 Processes effects which may prevent the Character from moving (bear traps, crushed, etc.). More...
 
void wait_effects ()
 
bool movement_mode_is (character_movemode mode) const
 Check against the character's current movement mode. More...
 
character_movemode get_movement_mode () const
 
virtual void set_movement_mode (character_movemode mode)=0
 
void expose_to_disease (diseasetype_id dis_type)
 Determine if character is susceptible to dis_type and if so apply the symptoms. More...
 
void process_turn () override
 Handles end-of-turn processing. More...
 
void recalc_hp ()
 Recalculates HP after a change to max strength. More...
 
void calc_all_parts_hp (float hp_mod=0.0, float hp_adjust=0.0, int str_max=0)
 Sets hp for all body parts. More...
 
void recalc_sight_limits ()
 Modifies the player's sight values Must be called when any of the following change: This must be called when any of the following change: More...
 
float get_vision_threshold (float light_level) const
 Returns the apparent light level at which the player can see. More...
 
void flag_encumbrance ()
 Flag encumbrance for updating. More...
 
void check_item_encumbrance_flag ()
 Checks worn items for the "RESET_ENCUMBRANCE" flag, which indicates that encumbrance may have changed and require recalculating. More...
 
bool natural_attack_restricted_on (const bodypart_id &bp) const
 Returns true if the character is wearing something on the entered body_part, ignoring items with the ALLOWS_NATURAL_ATTACKS flag. More...
 
bool can_miss_recovery (const item &weap) const
 Returns true if the player is able to use a miss recovery technique. More...
 
bool is_quiet () const
 Returns true if the player has quiet melee attacks. More...
 
bool block_hit (Creature *source, bodypart_id &bp_hit, damage_instance &dam) override
 Checks for valid block abilities and reduces damage accordingly. More...
 
itembest_shield ()
 Returns the best item for blocking with. More...
 
bool handle_melee_wear (item &shield, float wear_multiplier=1.0f)
 Calculates melee weapon wear-and-tear through use, returns true if item is destroyed. More...
 
matec_id pick_technique (Creature &t, const item &weap, bool crit, bool dodge_counter, bool block_counter)
 Returns a random valid technique. More...
 
void perform_technique (const ma_technique &technique, Creature &t, damage_instance &di, int &move_cost)
 
void melee_attack (Creature &t, bool allow_special, const matec_id &force_technique, bool allow_unarmed=true)
 Sets up a melee attack and handles melee attack function calls. More...
 
void melee_attack (Creature &t, bool allow_special)
 Calls the to other melee_attack function with an empty technique id (meaning no specific technique should be used). More...
 
std::string melee_special_effects (Creature &t, damage_instance &d, item &weap)
 Handles combat effects, returns a string of any valid combat effect messages. More...
 
void perform_special_attacks (Creature &t, dealt_damage_instance &dealt_dam)
 Performs special attacks and their effects (poisonous, stinger, etc.) More...
 
std::vector< special_attackmutation_attacks (Creature &t) const
 Returns a vector of valid mutation attacks. More...
 
float bonus_damage (bool random) const
 Returns the bonus bashing damage the player deals based on their stats. More...
 
float get_melee_hit_base () const
 Returns weapon skill. More...
 
float hit_roll () const override
 Returns the player's basic hit roll that is compared to the target's dodge roll. More...
 
double crit_chance (float roll_hit, float target_dodge, const item &weap) const
 Returns the chance to critical given a hit roll and target's dodge roll. More...
 
bool scored_crit (float target_dodge, const item &weap) const
 Returns true if the player scores a critical hit. More...
 
int attack_cost (const item &weap) const
 Returns cost (in moves) of attacking with given item (no modifiers, like stuck) More...
 
float get_hit_weapon (const item &weap) const
 Gets melee accuracy component from weapon+skills. More...
 
void roll_all_damage (bool crit, damage_instance &di, bool average, const item &weap) const
 Adds all 3 types of physical damage to instance. More...
 
void roll_bash_damage (bool crit, damage_instance &di, bool average, const item &weap) const
 Adds player's total bash damage to the damage instance. More...
 
void roll_cut_damage (bool crit, damage_instance &di, bool average, const item &weap) const
 Adds player's total cut damage to the damage instance. More...
 
void roll_stab_damage (bool crit, damage_instance &di, bool average, const item &weap) const
 Adds player's total stab damage to the damage instance. More...
 
void on_hit (Creature *source, bodypart_id, float, dealt_projectile_attack const *) override
 This creature just got hit by an attack - possibly special/ranged attack - from source. More...
 
void did_hit (Creature &target)
 
void apply_damage (Creature *source, bodypart_id hurt, int dam, bool bypass_med=false) override
 Actually hurt the player, hurts a body_part directly, no armor reduction. More...
 
dealt_damage_instance deal_damage (Creature *source, bodypart_id bp, const damage_instance &d) override
 Calls Creature::deal_damage and handles damaged effects (waking up, etc.) More...
 
int reduce_healing_effect (const efftype_id &eff_id, int remove_med, const bodypart_id &hurt)
 Reduce healing effect intensity, return initial intensity of the effect. More...
 
void cough (bool harmful=false, int loudness=4)
 
void passive_absorb_hit (const bodypart_id &bp, damage_unit &du) const
 Check for relevant passive, non-clothing that can absorb damage, and reduce by specified damage unit. More...
 
void absorb_hit (const bodypart_id &bp, damage_instance &dam) override
 Runs through all bionics and armor on a part and reduces damage through their armor_absorb. More...
 
bool armor_absorb (damage_unit &du, item &armor)
 Reduces and mutates du, prints messages about armor taking damage. More...
 
float bionic_armor_bonus (const bodypart_id &bp, damage_type dt) const
 Check for passive bionics that provide armor, and returns the armor bonus This is called from player::passive_absorb_hit. More...
 
int mabuff_armor_bonus (damage_type type) const
 Returns the armor bonus against given type from martial arts buffs. More...
 
std::map< bodypart_id, int > get_armor_fire (const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
 Returns overall fire resistance. More...
 
trait_id random_good_trait ()
 Returns the id of a random starting trait that costs >= 0 points. More...
 
trait_id random_bad_trait ()
 Returns the id of a random starting trait that costs < 0 points. More...
 
bool has_trait (const trait_id &b) const override
 Returns true if the player has the entered trait. More...
 
bool has_base_trait (const trait_id &b) const
 Returns true if the player has the entered starting trait. More...
 
bool has_trait_flag (const std::string &b) const
 Returns true if player has a trait with a flag. More...
 
trait_id trait_by_invlet (int ch) const
 Returns the trait id with the given invlet, or an empty string if no trait has that invlet. More...
 
void toggle_trait (const trait_id &)
 Toggles a trait on the player and in their mutation list. More...
 
void set_mutation (const trait_id &)
 Add or removes a mutation on the player, but does not trigger mutation loss/gain effects. More...
 
void unset_mutation (const trait_id &)
 
void switch_mutations (const trait_id &switched, const trait_id &target, bool start_powered)
 Unset switched mutation and set target mutation instead. More...
 
void activate_mutation (const trait_id &mutation)
 
void deactivate_mutation (const trait_id &mut)
 
void mutation_spend_resources (const trait_id &mut)
 Removes the appropriate costs (NOTE: will reapply mods & recalc sightlines in case of newly activated mutation). More...
 
bool can_mount (const monster &critter) const
 
void mount_creature (monster &z)
 
bool is_mounted () const
 
bool check_mount_will_move (const tripoint &dest_loc)
 
bool check_mount_is_spooked ()
 
void dismount ()
 
void forced_dismount ()
 
bool is_deaf () const
 
bool has_two_arms () const
 Returns true if the player has two functioning arms. More...
 
int get_working_arm_count () const
 Returns the number of functioning arms. More...
 
int get_working_leg_count () const
 Returns the number of functioning legs. More...
 
bool is_limb_disabled (const bodypart_id &limb) const
 Returns true if the limb is disabled(12.5% or less hp) More...
 
bool is_limb_hindered (hp_part limb) const
 Returns true if the limb is hindered(40% or less hp) More...
 
bool is_limb_broken (const bodypart_id &limb) const
 Returns true if the limb is broken. More...
 
bool can_run ()
 source of truth of whether a Character can run More...
 
void hurtall (int dam, Creature *source, bool disturb=true)
 Hurts all body parts for dam, no armor reduction. More...
 
int hitall (int dam, int vary, Creature *source)
 Harms all body parts for dam, with armor reduction. More...
 
void on_hurt (Creature *source, bool disturb=true)
 Handles effects that happen when the player is damaged and aware of the fact. More...
 
void heal (const bodypart_id &healed, int dam)
 Heals a body_part for dam. More...
 
void healall (int dam)
 Heals all body parts for dam. More...
 
hp_part body_window (const std::string &menu_header, bool show_all, bool precise, int normal_bonus, int head_bonus, int torso_bonus, float bleed, float bite, float infect, float bandage_power, float disinfectant_power) const
 Displays menu with body part hp, optionally with hp estimation after healing. More...
 
nc_color limb_color (const bodypart_id &bp, bool bleed, bool bite, bool infect) const
 
bool made_of (const material_id &m) const override
 
bool made_of_any (const std::set< material_id > &ms) const override
 
int posx () const override
 
int posy () const override
 
int posz () const override
 
void setx (int x)
 
void sety (int y)
 
void setz (int z)
 
void setpos (const tripoint &p) override
 
virtual tripoint global_square_location () const
 Global position, expressed in map square coordinate system (the most detailed coordinate system), used by the map. More...
 
tripoint global_sm_location () const
 Returns the location of the player in global submap coordinates. More...
 
tripoint_abs_omt global_omt_location () const
 Returns the location of the player in global overmap terrain coordinates. More...
 
void recalculate_enchantment_cache ()
 
void rebuild_mutation_cache ()
 
double bonus_from_enchantments (double base, enchant_vals::mod value, bool round=false) const
 Calculate bonus from enchantments for given base value. More...
 
bool has_mabuff (const mabuff_id &buff_id) const
 Returns true if the player has any martial arts buffs attached. More...
 
bool has_grab_break_tec () const override
 Returns true if the player has a grab breaking technique available. More...
 
float mabuff_tohit_bonus () const
 Returns the to hit bonus from martial arts buffs. More...
 
float mabuff_dodge_bonus () const
 Returns the dodge bonus from martial arts buffs. More...
 
int mabuff_block_bonus () const
 Returns the block bonus from martial arts buffs. More...
 
int mabuff_speed_bonus () const
 Returns the speed bonus from martial arts buffs. More...
 
int mabuff_arpen_bonus (damage_type type) const
 Returns the arpen bonus from martial arts buffs. More...
 
float mabuff_damage_mult (damage_type type) const
 Returns the damage multiplier to given type from martial arts buffs. More...
 
int mabuff_damage_bonus (damage_type type) const
 Returns the flat damage bonus to given type from martial arts buffs, applied after the multiplier. More...
 
int mabuff_attack_cost_penalty () const
 Returns the flat penalty to move cost of attacks. More...
 
float mabuff_attack_cost_mult () const
 Returns the multiplier on move cost of attacks. More...
 
void mutation_effect (const trait_id &mut)
 Handles things like removal of armor, etc. More...
 
void mutation_loss_effect (const trait_id &mut)
 Handles what happens when you lose a mutation. More...
 
bool has_active_mutation (const trait_id &b) const
 
void mutate ()
 Picks a random valid mutation and gives it to the Character, possibly removing/changing others along the way. More...
 
bool mutation_ok (const trait_id &mutation, bool force_good, bool force_bad) const
 Returns true if the player doesn't have the mutation or a conflicting one and it complies with the force typing. More...
 
void mutate_category (const std::string &mut_cat)
 Picks a random valid mutation in a category and mutate_towards() it. More...
 
bool mutate_towards (std::vector< trait_id > muts, int num_tries=INT_MAX)
 Mutates toward one of the given mutations, upgrading or removing conflicts if necessary. More...
 
bool mutate_towards (const trait_id &mut)
 Mutates toward the entered mutation, upgrading or removing conflicts if necessary. More...
 
void remove_mutation (const trait_id &mut, bool silent=false)
 Removes a mutation, downgrading to the previous level if possible. More...
 
std::map< trait_id, float > mutation_chances () const
 Calculate percentage chances for mutations. More...
 
bool has_child_flag (const trait_id &flag) const
 Returns true if the player has the entered mutation child flag. More...
 
void remove_child_flag (const trait_id &flag)
 Removes the mutation's child flag from the player's list. More...
 
void set_highest_cat_level ()
 Recalculates mutation_category_level[] values for the player. More...
 
std::string get_highest_category () const
 Returns the highest mutation category. More...
 
void drench_mut_calc ()
 Recalculates mutation drench protection for all bodyparts (ignored/good/neutral stats) More...
 
void build_mut_dependency_map (const trait_id &mut, std::unordered_map< trait_id, int > &dependency_map, int distance)
 Recursively traverses the mutation's prerequisites and replacements, building up a map. More...
 
bool is_category_allowed (const std::vector< std::string > &category) const
 Returns true if this category of mutation is allowed. More...
 
bool is_category_allowed (const std::string &category) const
 
bool is_weak_to_water () const
 
bool can_use_heal_item (const item &med) const
 Check for mutation disallowing the use of an healing item. More...
 
bool can_install_cbm_on_bp (const std::vector< bodypart_id > &bps) const
 
resistances mutation_armor (bodypart_id bp) const
 Returns resistances on a body part provided by mutations. More...
 
float mutation_armor (bodypart_id bp, damage_type dt) const
 
float mutation_armor (bodypart_id bp, const damage_unit &du) const
 
bool activate_bionic (int b, bool eff_only=false)
 Handles bionic activation effects of the entered bionic, returns if anything activated. More...
 
std::vector< bionic_idget_bionics () const
 
std::pair< int, int > amount_of_storage_bionics () const
 Returns amount of Storage CBMs in the corpse. More...
 
bool has_bionic (const bionic_id &b) const
 Returns true if the player has the entered bionic id. More...
 
bool has_active_bionic (const bionic_id &b) const
 Returns true if the player has the entered bionic id and it is powered on. More...
 
bool has_any_bionic () const
 Returns true if the player has any bionic. More...
 
bool can_fuel_bionic_with (const item &it) const
 Returns true if the character can fuel a bionic with the item. More...
 
std::vector< bionic_idget_bionic_fueled_with (const item &it) const
 Return bionic_id of bionics able to use it as fuel. More...
 
std::vector< bionic_idget_fueled_bionics () const
 Return bionic_id of fueled bionics. More...
 
bionic_id get_remote_fueled_bionic () const
 Returns bionic_id of first remote fueled bionic found. More...
 
bionic_id get_most_efficient_bionic (const std::vector< bionic_id > &bids) const
 Return bionic_id of bionic of most fuel efficient bionic. More...
 
std::vector< itype_idget_fuel_available (const bionic_id &bio) const
 Return list of available fuel for this bionic. More...
 
int get_fuel_capacity (const itype_id &fuel) const
 Return available space to store specified fuel. More...
 
int get_total_fuel_capacity (const itype_id &fuel) const
 Return total space to store specified fuel. More...
 
void update_fuel_storage (const itype_id &fuel)
 Updates which bionic contain fuel and which is empty. More...
 
int get_mod_stat_from_bionic (const character_stat &Stat) const
 Get stat bonus from bionic. More...
 
void process_bionic (int b)
 Handles bionic effects over time of the entered bionic. More...
 
bool deactivate_bionic (int b, bool eff_only=false)
 Handles bionic deactivation effects of the entered bionic, returns if anything deactivated. More...
 
int num_bionics () const
 Returns the size of my_bionics[]. More...
 
bionicbionic_at_index (int i)
 Returns the bionic at a given index in my_bionics[]. More...
 
void clear_bionics ()
 Remove all bionics. More...
 
int get_used_bionics_slots (const bodypart_id &bp) const
 
int get_total_bionics_slots (const bodypart_id &bp) const
 
int get_free_bionics_slots (const bodypart_id &bp) const
 
bool has_enough_anesth (const itype *cbm, player &patient)
 Has enough anesthetic for surgery. More...
 
void introduce_into_anesthesia (const time_duration &duration, player &installer, bool needs_anesthesia)
 Handles process of introducing patient into anesthesia during Autodoc operations. More...
 
void remove_bionic (const bionic_id &b)
 Removes a bionic from my_bionics[]. More...
 
void add_bionic (const bionic_id &b)
 Adds a bionic to my_bionics[]. More...
 
float env_surgery_bonus (int radius)
 Calculate skill bonus from tiles in radius. More...
 
float bionics_adjusted_skill (const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
 Calculate skill for (un)installing bionics. More...
 
int bionics_pl_skill (const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
 Calculate non adjusted skill for (un)installing bionics. More...
 
bool can_install_bionics (const itype &type, player &installer, bool autodoc=false, int skill_level=-1)
 Is the installation possible. More...
 
std::map< bodypart_id, int > bionic_installation_issues (const bionic_id &bioid) const
 
bool install_bionics (const itype &type, player &installer, bool autodoc=false, int skill_level=-1)
 Initialize all the values needed to start the operation player_activity. More...
 
void perform_install (bionic_id bid, bionic_id upbid, int difficulty, int success, int pl_skill, const std::string &installer_name, const std::vector< trait_id > &trait_to_rem)
 Success or failure of installation happens here. More...
 
void do_damage_for_bionic_failure (int min_damage, int max_damage)
 
void bionics_install_failure (const std::string &installer, int difficulty, int success, float adjusted_skill)
 
bool can_uninstall_bionic (const bionic_id &b_id, player &installer, bool autodoc=false, int skill_level=-1)
 Is The uninstallation possible. More...
 
bool uninstall_bionic (const bionic_id &b_id, player &installer, bool autodoc=false, int skill_level=-1)
 Initialize all the values needed to start the operation player_activity. More...
 
void perform_uninstall (bionic_id bid, int difficulty, int success, const units::energy &power_lvl, int pl_skill)
 Succes or failure of removal happens here. More...
 
void bionics_uninstall_failure (int difficulty, int success, float adjusted_skill)
 When a player fails the surgery. More...
 
bool uninstall_bionic (const bionic &target_cbm, monster &installer, player &patient, float adjusted_skill)
 Used by monster to perform surgery. More...
 
void bionics_uninstall_failure (monster &installer, player &patient, int difficulty, int success, float adjusted_skill)
 When a monster fails the surgery. More...
 
bool burn_fuel (int b, bool start=false)
 Convert fuel to bionic power. More...
 
void passive_power_gen (int b)
 Passively produce power from PERPETUAL fuel. More...
 
itype_id find_remote_fuel (bool look_only=false)
 Find fuel used by remote powered bionic. More...
 
int consume_remote_fuel (int amount)
 Consume fuel used by remote powered bionic, return amount of request unfulfilled (0 if totally successful). More...
 
void reset_remote_fuel ()
 
void heat_emission (int b, int fuel_energy)
 Handle heat from exothermic power generation. More...
 
float get_effective_efficiency (int b, float fuel_efficiency)
 Applies modifier to fuel_efficiency and returns the resulting efficiency. More...
 
units::energy get_power_level () const
 
units::energy get_max_power_level () const
 
void mod_power_level (const units::energy &npower)
 
void mod_max_power_level (const units::energy &npower_max)
 
void set_power_level (const units::energy &npower)
 
void set_max_power_level (const units::energy &npower_max)
 
bool is_max_power () const
 
bool has_power () const
 
bool has_max_power () const
 
bool enough_power_for (const bionic_id &bid) const
 
void conduct_blood_analysis () const
 
bool is_worn (const item &thing) const
 
virtual bool invoke_item (item *, const tripoint &pt)
 Asks how to use the item (if it has more than one use_method) and uses it. More...
 
virtual bool invoke_item (item *, const std::string &, const tripoint &pt)
 As above, but with a pre-selected method. More...
 
virtual bool invoke_item (item *)
 As above two, but with position equal to current position. More...
 
virtual bool invoke_item (item *, const std::string &)
 
virtual bool dispose_item (item_location &&obj, const std::string &prompt=std::string())
 Drop, wear, stash or otherwise try to dispose of an item consuming appropriate moves. More...
 
bool has_enough_charges (const item &it, bool show_msg) const
 Has the item enough charges to invoke its use function? Also checks if UPS from this player is used instead of item charges. More...
 
bool consume_charges (item &used, int qty)
 Consume charges of a tool or comestible item, potentially destroying it in the process. More...
 
int item_handling_cost (const item &it, bool penalties=true, int base_cost=INVENTORY_HANDLING_PENALTY) const
 Calculate (but do not deduct) the number of moves required when handling (e.g. More...
 
int item_store_cost (const item &it, const item &container, bool penalties=true, int base_cost=INVENTORY_HANDLING_PENALTY) const
 Calculate (but do not deduct) the number of moves required when storing an item in a container. More...
 
int item_wear_cost (const item &it) const
 Calculate (but do not deduct) the number of moves required to wear an item. More...
 
cata::optional< std::list< item >::iterator > wear_item (const item &to_wear, bool interactive=true)
 Wear item; returns nullopt on fail, or pointer to newly worn item on success. More...
 
int amount_worn (const itype_id &id) const
 Returns the amount of item ‘type’ that is currently worn. More...
 
std::vector< item_locationnearby (const std::function< bool(const item *, const item *)> &func, int radius=1) const
 Returns nearby items which match the provided predicate. More...
 
std::list< itemremove_worn_items_with (std::function< bool(item &)> filter)
 Similar to remove_items_with, but considers only worn items and not their content (item::contents is not checked). More...
 
iteminvlet_to_item (int invlet)
 Return the item pointer of the item with given invlet, return nullptr if the player does not have such an item with that invlet. More...
 
itemi_at (int position)
 
const itemi_at (int position) const
 
int get_item_position (const item *it) const
 Returns the item position (suitable for i_at or similar) of a specific item. More...
 
const itemused_weapon () const
 Returns a reference to the item which will be used to make attacks. More...
 
itemused_weapon ()
 
int i_add_to_container (const item &it, bool unloading)
 Try to find a container/s on character containing ammo of type it.typeId() and add charges until the container is full. More...
 
itemi_add (item it, bool should_stack=true)
 
item i_rem (int pos)
 Remove a specific item from player possession. More...
 
item i_rem (const item *it)
 Remove a specific item from player possession. More...
 
void i_rem_keep_contents (int idx)
 
bool i_add_or_drop (item &it, int qty=1)
 Sets invlet and adds to inventory if possible, drops otherwise, returns true if either succeeded. More...
 
std::bitset< std::numeric_limits< char >::max()> allocated_invlets () const
 Only use for UI things. More...
 
bool has_active_item (const itype_id &id) const
 Whether the player carries an active item of the given item type. More...
 
item remove_weapon ()
 
void remove_mission_items (int mission_id)
 
std::vector< const item * > get_ammo (const ammotype &at) const
 Returns the items that are ammo and have the matching ammo type. More...
 
std::vector< item_locationfind_ammo (const item &obj, bool empty=true, int radius=1) const
 Searches for ammo or magazines that can be used to reload obj. More...
 
std::vector< item_locationfind_reloadables ()
 Searches for weapons and magazines that can be reloaded. More...
 
int ammo_count_for (const item &gun)
 Counts ammo and UPS charges (lower of) for a given gun on the character. More...
 
int throw_range (const item &) const
 Maximum thrown range with a given item, taking all active effects into account. More...
 
bool unarmed_attack () const
 True if unarmed or wielding a weapon with the UNARMED_WEAPON flag. More...
 
int best_nearby_lifting_assist () const
 Checks for items, tools, and vehicles with the Lifting quality near the character returning the highest quality in range. More...
 
int best_nearby_lifting_assist (const tripoint &world_pos) const
 Alternate version if you need to specify a different orign point for nearby vehicle sources of lifting used for operations on distant objects (e.g. More...
 
std::vector< item * > inv_dump ()
 
units::mass weight_carried () const
 
units::volume volume_carried () const
 
units::mass weight_carried_reduced_by (const excluded_stacks &without) const
 
units::volume volume_carried_reduced_by (const excluded_stacks &without) const
 
units::mass weight_capacity () const override
 
units::volume volume_capacity () const
 
units::volume volume_capacity_reduced_by (const units::volume &mod, const excluded_stacks &without={}) const
 
bool can_pick_volume (const item &it) const
 
bool can_pick_volume (units::volume volume) const
 
bool can_pick_weight (const item &it, bool safe=true) const
 
bool can_pick_weight (units::mass weight, bool safe=true) const
 
bool can_use (const item &it, const item &context=item()) const
 Checks if character stats and skills meet minimum requirements for the item. More...
 
ret_val< bool > can_wear (const item &it, bool with_equip_change=false) const
 Check character capable of wearing an item. More...
 
bool is_armed () const
 Returns true if the character is wielding something. More...
 
virtual bool wield (item &target)=0
 Removes currently wielded item (if any) and replaces it with the target item. More...
 
ret_val< bool > can_unwield (const item &it) const
 Check player capable of unwielding an item. More...
 
ret_val< bool > can_swap (const item &it) const
 Check player capable of swapping the side of a worn item. More...
 
void drop_invalid_inventory ()
 
std::list< item * > get_dependent_worn_items (const item &it)
 Returns all items that must be taken off before taking off this item. More...
 
void drop (item_location loc, const tripoint &where)
 Drops an item to the specified location. More...
 
virtual void drop (const drop_locations &what, const tripoint &target, bool stash=false)
 
virtual bool has_artifact_with (art_effect_passive effect) const
 
bool is_wielding (const item &target) const
 
bool covered_with_flag (const std::string &flag, const body_part_set &parts) const
 
bool is_waterproof (const body_part_set &parts) const
 
int leak_level (const std::string &flag) const
 
bool is_wearing (const itype_id &it) const
 Returns true if the player is wearing the item. More...
 
bool is_wearing_on_bp (const itype_id &it, const bodypart_id &bp) const
 Returns true if the player is wearing the item on the given body part. More...
 
bool worn_with_flag (const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
 Returns true if the player is wearing an item with the given flag. More...
 
const itemitem_worn_with_flag (const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
 Returns the first worn item with a given flag. More...
 
std::vector< std::string > get_overlay_ids () const
 Returns a list of the IDs of overlays on this character, sorted from "lowest" to "highest". More...
 
int get_skill_level (const skill_id &ident) const
 
int get_skill_level (const skill_id &ident, const item &context) const
 
const SkillLevelMapget_all_skills () const
 
SkillLevelget_skill_level_object (const skill_id &ident)
 
const SkillLevelget_skill_level_object (const skill_id &ident) const
 
void set_skill_level (const skill_id &ident, int level)
 
void mod_skill_level (const skill_id &ident, int delta)
 
bool meets_skill_requirements (const std::map< skill_id, int > &req, const item &context=item()) const
 Checks whether the character's skills meet the required. More...
 
bool meets_skill_requirements (const construction &con) const
 Checks whether the character's skills meet the required. More...
 
bool meets_stat_requirements (const item &it) const
 Checks whether the character's stats meets the stats required by the item. More...
 
bool meets_requirements (const item &it, const item &context=item()) const
 Checks whether the character meets overall requirements to be able to use the item. More...
 
std::string enumerate_unmet_requirements (const item &it, const item &context=item()) const
 Returns a string of missed requirements (both stats and skills) More...
 
int rust_rate () const
 Returns the player's skill rust rate. More...
 
int read_speed (bool return_stat_effect=true) const
 Returns the player's reading speed. More...
 
time_point get_time_died () const
 return the calendar::turn the character expired More...
 
void set_time_died (const time_point &time)
 set the turn the turn the character died if not already done More...
 
void normalize () override
 Calls Creature::normalize() nulls out the player's weapon Should only be called through player::normalize(), not on it's own! More...
 
void die (Creature *nkiller) override
 Empty function. More...
 
std::string get_name () const override
 
std::vector< std::string > get_grammatical_genders () const override
 
template<typename ... Args>
bool query_yn (const char *const msg, Args &&... args) const
 It is supposed to hide the query_yn to simplify player vs. More...
 
virtual bool query_yn (const std::string &msg) const =0
 
bool is_immune_field (const field_type_id &fid) const override
 Returns true if we are immune to the field type with the given fid. More...
 
bool is_elec_immune () const override
 Returns true is the player is protected from electric shocks. More...
 
bool is_immune_effect (const efftype_id &) const override
 Returns true if the player is immune to this kind of effect. More...
 
bool is_immune_damage (damage_type) const override
 Returns true if the player is immune to this kind of damage. More...
 
bool is_rad_immune () const
 Returns true if the player is protected from radiation. More...
 
bool is_throw_immune () const
 Returns true if the player is immune to throws. More...
 
bool has_nv ()
 Returns true if the player has some form of night vision. More...
 
float rest_quality () const
 Returns >0 if character is sitting/lying and relatively inactive. More...
 
float healing_rate (float at_rest_quality) const
 Average hit points healed per turn. More...
 
float healing_rate_medicine (float at_rest_quality, const bodypart_id &bp) const
 Average hit points healed per turn from healing effects. More...
 
float mutation_value (const std::string &val) const
 Goes over all mutations, gets min and max of a value with given name. More...
 
social_modifiers get_mutation_social_mods () const
 Goes over all mutations, returning the sum of the social modifiers. More...
 
nc_color symbol_color () const override
 Color's character's tile's background. More...
 
std::string extended_description () const override
 
void empty_skills ()
 
void pick_name (bool bUseDefault=false)
 Returns a random name from NAMES_*. More...
 
std::vector< trait_idget_base_traits () const
 Get the idents of all base traits. More...
 
std::vector< trait_idget_mutations (bool include_hidden=true) const
 Get the idents of all traits/mutations. More...
 
const std::bitset< NUM_VISION_MODES > & get_vision_modes () const
 
void clear_mutations ()
 Empties the trait and mutations lists. More...
 
void add_traits ()
 Adds mandatory scenario and profession traits unless you already have them And if you do already have them, refunds the points for the trait. More...
 
void add_traits (points_left &points)
 
bool crossed_threshold () const
 Returns true if the player has crossed a mutation threshold Player can only cross one mutation threshold. More...
 
void add_addiction (add_type type, int strength)
 Adds an addiction to the player. More...
 
void rem_addiction (add_type type)
 Removes an addition from the player. More...
 
bool has_addiction (add_type type) const
 Returns true if the player has an addiction of the specified type. More...
 
int addiction_level (add_type type) const
 Returns the intensity of the specified addiction. More...
 
void start_hauling ()
 
void stop_hauling ()
 
bool is_hauling () const
 
bool has_item_with_flag (const std::string &flag, bool need_charges=false) const
 
std::vector< const item * > all_items_with_flag (const std::string &flag) const
 All items that have the given flag (item::has_flag). More...
 
bool has_charges (const itype_id &it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >) const
 
std::list< itemuse_amount (itype_id it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >)
 
bool use_charges_if_avail (const itype_id &it, int quantity)
 
std::list< itemuse_charges (const itype_id &what, int qty, const std::function< bool(const item &)> &filter=return_true< item >)
 
bool has_fire (int quantity) const
 
void use_fire (int quantity)
 
void assign_stashed_activity ()
 
bool check_outbounds_activity (const player_activity &act, bool check_only=false)
 
void assign_activity (const activity_id &type, int moves=calendar::INDEFINITELY_LONG, int index=-1, int pos=INT_MIN, const std::string &name="")
 Legacy activity assignment, does not work for any activites using the new activity_actor class and may cause issues with resuming. More...
 
void assign_activity (const player_activity &act, bool allow_resume=true)
 Assigns activity to player, possibly resuming old activity if it's similar enough. More...
 
bool has_activity (const activity_id &type) const
 Check if player currently has a given activity. More...
 
bool has_activity (const std::vector< activity_id > &types) const
 Check if player currently has any of the given activities. More...
 
void resume_backlog_activity ()
 
void cancel_activity ()
 
void cancel_stashed_activity ()
 
player_activity get_stashed_activity () const
 
void set_stashed_activity (const player_activity &act, const player_activity &act_back=player_activity())
 
bool has_stashed_activity () const
 
void initialize_stomach_contents ()
 
float metabolic_rate_base () const
 Stable base metabolic rate due to traits. More...
 
float metabolic_rate () const
 Current metabolic rate due to traits, hunger, speed, etc. More...
 
std::string get_weight_string () const
 
int get_max_healthy () const
 
float bmi () const
 
int bmr () const
 
void reset_chargen_attributes ()
 
int base_age () const
 
void set_base_age (int age)
 
void mod_base_age (int mod)
 
int age () const
 
std::string age_string () const
 
int base_height () const
 
void set_base_height (int height)
 
void mod_base_height (int mod)
 
std::string height_string () const
 
int height () const
 
units::mass bodyweight () const
 
units::mass bionics_weight () const
 
int get_armor_bash (bodypart_id bp) const override
 Returns overall bashing resistance for the body_part. More...
 
int get_armor_cut (bodypart_id bp) const override
 Returns overall cutting resistance for the body_part. More...
 
int get_armor_bullet (bodypart_id bp) const override
 Returns overall bullet resistance for the body_part. More...
 
int get_armor_bash_base (bodypart_id bp) const override
 Returns bashing resistance from the creature and armor only. More...
 
int get_armor_cut_base (bodypart_id bp) const override
 Returns cutting resistance from the creature and armor only. More...
 
int get_armor_bullet_base (bodypart_id bp) const override
 Returns cutting resistance from the creature and armor only. More...
 
int get_env_resist (bodypart_id bp) const override
 Returns overall env_resist on a body_part. More...
 
int get_armor_acid (bodypart_id bp) const
 Returns overall acid resistance for the body part. More...
 
int get_armor_type (damage_type dt, bodypart_id bp) const override
 Returns overall resistance to given type on the bod part. More...
 
std::map< bodypart_id, int > get_all_armor_type (damage_type dt, const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
 
int get_stim () const
 
void set_stim (int new_stim)
 
void mod_stim (int mod)
 
int get_rad () const
 
void set_rad (int new_rad)
 
void mod_rad (int mod)
 
int get_stamina () const
 
int get_stamina_max () const
 
void set_stamina (int new_stamina)
 
void mod_stamina (int mod)
 
void burn_move_stamina (int moves)
 
float stamina_move_cost_modifier () const
 
void update_stamina (int turns)
 Regenerates stamina. More...
 
void on_item_wear (const item &it)
 Called when an item is worn. More...
 
void on_item_takeoff (const item &it)
 Called when an item is taken off. More...
 
void on_worn_item_washed (const item &it)
 Called when an item is washed. More...
 
void on_effect_int_change (const efftype_id &effect_type, int intensity, const bodypart_str_id &bp) override
 Called when effect intensity has been changed. More...
 
void on_mutation_gain (const trait_id &mid)
 Called when a mutation is gained. More...
 
void on_mutation_loss (const trait_id &mid)
 Called when a mutation is lost. More...
 
void on_stat_change (const std::string &stat, int value) override
 Called when a stat is changed. More...
 
tripoint adjacent_tile () const
 Returns an unoccupied, safe adjacent point. More...
 
bool has_opposite_trait (const trait_id &flag) const
 Returns true if the player has a trait which cancels the entered trait. More...
 
void wake_up ()
 Removes "sleep" and "lying_down". More...
 
int get_shout_volume () const
 
void shout (std::string msg="", bool order=false)
 
void vomit ()
 Handles Character vomiting effects. More...
 
void healed_bp (int bp, int amount)
 
int adjust_for_focus (int amount) const
 
void update_type_of_scent (bool init=false)
 
void update_type_of_scent (const trait_id &mut, bool gain=true)
 
void set_type_of_scent (const scenttype_id &id)
 
scenttype_id get_type_of_scent () const
 
void restore_scent ()
 restore scent after masked_scent effect run out or is removed by water More...
 
void mod_painkiller (int npkill)
 Modifies intensity of painkillers
More...
 
void set_painkiller (int npkill)
 Sets intensity of painkillers
More...
 
int get_painkiller () const
 Returns intensity of painkillers
More...
 
void react_to_felt_pain (int intensity)
 
void spores ()
 
void blossoms ()
 
void rooted_message () const
 Handles rooting effects. More...
 
void rooted ()
 
void fall_asleep ()
 Adds "sleep" to the player. More...
 
void fall_asleep (const time_duration &duration)
 
std::string is_snuggling () const
 Checks to see if the player is using floor items to keep warm, and return the name of one such item if so. More...
 
float power_rating () const override
 Returns an approximation of the creature's strength. More...
 
float speed_rating () const override
 Returns an approximate number of tiles this creature can travel per turn. More...
 
itemitem_with_best_of_quality (const quality_id &qid)
 Returns the item in the player's inventory with the highest of the specified quality. More...
 
bool sees_with_infrared (const Creature &critter) const
 Check whether the this player can see the other creature with infrared. More...
 
void place_corpse ()
 
void place_corpse (const tripoint_abs_omt &om_target)
 
int run_cost (int base_cost, bool diag=false) const
 Returns the player's modified base movement cost. More...
 
const pathfinding_settingsget_pathfinding_settings () const override
 Returns settings for pathfinding. More...
 
std::set< tripointget_path_avoid () const override
 Returns a set of points we do not want to path through. More...
 
std::vector< Creature * > get_hostile_creatures (int range) const
 Get all hostile creatures currently visible to this player. More...
 
std::vector< Creature * > get_visible_creatures (int range) const
 Returns all creatures that this player can see and that are in the given range. More...
 
std::string visible_mutations (int visibility_cap) const
 Returns an enumeration of visible mutations with colors. More...
 
player_activity get_destination_activity () const
 
void set_destination_activity (const player_activity &new_destination_activity)
 
void clear_destination_activity ()
 
std::map< bodypart_id, int > warmth (const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
 Returns warmth provided by armor, etc. More...
 
bool can_use_floor_warmth () const
 Can the player lie down and cover self with blankets etc. More...
 
int floor_warmth (const tripoint &pos) const
 Final warmth from the floor. More...
 
int bodytemp_modifier_traits (bool overheated) const
 Correction factor of the body temperature due to traits and mutations. More...
 
int bodytemp_modifier_traits_floor () const
 Correction factor of the body temperature due to traits and mutations for player lying on the floor. More...
 
int temp_corrected_by_climate_control (int temperature) const
 Value of the body temperature corrected by climate control. More...
 
bool in_sleep_state () const override
 
void update_vitamins (const vitamin_id &vit)
 Set vitamin deficiency/excess disease states dependent upon current vitamin levels. More...
 
int vitamin_get (const vitamin_id &vit) const
 Check current level of a vitamin. More...
 
bool vitamin_set (const vitamin_id &vit, int qty)
 Sets level of a vitamin or returns false if id given in vit does not exist. More...
 
int vitamin_mod (const vitamin_id &vit, int qty, bool capped=true)
 Add or subtract vitamins from character storage pools. More...
 
void vitamins_mod (const std::map< vitamin_id, int > &, bool capped=true)
 
time_duration vitamin_rate (const vitamin_id &vit) const
 Get vitamin usage rate (minutes per unit) accounting for bionics, mutations and effects. More...
 
int nutrition_for (const item &comest) const
 Handles the nutrition value for a comestible. More...
 
ret_val< edible_ratingcan_eat (const item &food) const
 Can the food be [theoretically] eaten no matter the consequen ces? More...
 
ret_val< edible_ratingwill_eat (const item &food, bool interactive=false) const
 Same as can_eat, but takes consequences into account. More...
 
bool can_feed_reactor_with (const item &it) const
 Determine character's capability of recharging their CBMs. More...
 
bool can_feed_furnace_with (const item &it) const
 
rechargeable_cbm get_cbm_rechargeable_with (const item &it) const
 
int get_acquirable_energy (const item &it, rechargeable_cbm cbm) const
 
int get_acquirable_energy (const item &it) const
 
bool feed_reactor_with (item &it)
 Recharge CBMs whenever possible. More...
 
bool feed_furnace_with (item &it)
 
bool fuel_bionic_with (item &it)
 
void modify_stimulation (const islot_comestible &comest)
 Used to apply stimulation modifications from food and medication. More...
 
void modify_fatigue (const islot_comestible &comest)
 Used to apply fatigue modifications from food and medication. More...
 
void modify_radiation (const islot_comestible &comest)
 Used to apply radiation from food and medication. More...
 
void modify_addiction (const islot_comestible &comest)
 Used to apply addiction modifications from food and medication. More...
 
void modify_health (const islot_comestible &comest)
 Used to apply health modifications from food and medication. More...
 
bool consume_effects (item &food)
 Handles the effects of consuming an item. More...
 
bool can_consume (const item &it) const
 Check character's capability of consumption overall. More...
 
bool can_estimate_rot () const
 True if the character has enough skill (in cooking or survival) to estimate time to rot. More...
 
bool can_consume_as_is (const item &it) const
 Check whether character can consume this very item. More...
 
bool can_consume_for_bionic (const item &it) const
 
itemget_consumable_from (item &it) const
 Returns a reference to the item itself (if it's consumable), the first of its contents (if it's consumable) or null item otherwise. More...
 
hint_rating rate_action_eat (const item &it) const
 
std::pair< nutrients, nutrientscompute_nutrient_range (const item &, const recipe_id &, const cata::flat_set< std::string > &extra_flags={}) const
 Get calorie & vitamin contents for a comestible, taking into account character traits. More...
 
std::pair< nutrients, nutrientscompute_nutrient_range (const itype_id &, const cata::flat_set< std::string > &extra_flags={}) const
 Same, but across arbitrary recipes. More...
 
morale_type allergy_type (const item &food) const
 Returns allergy type or MORALE_NULL if not allergic for this character. More...
 
nutrients compute_effective_nutrients (const item &) const
 
bool wearing_something_on (const bodypart_id &bp) const
 Returns true if the character is wearing something on the entered body part. More...
 
bool is_wearing_helmet () const
 Returns true if the character is wearing something occupying the helmet slot. More...
 
int head_cloth_encumbrance () const
 Returns the total encumbrance of all SKINTIGHT and HELMET_COMPAT items coveringi the head. More...
 
double armwear_factor () const
 Same as footwear factor, but for arms. More...
 
int shoe_type_count (const itype_id &it) const
 Returns 1 if the player is wearing an item of that count on one foot, 2 if on both, and zero if on neither. More...
 
double footwear_factor () const
 Returns 1 if the player is wearing something on both feet, .5 if on one, and 0 if on neither. More...
 
bool is_wearing_shoes (const side &which_side=side::BOTH) const
 Returns true if the player is wearing something on their feet that is not SKINTIGHT. More...
 
bool change_side (item &it, bool interactive=true)
 Swap side on which item is worn; returns false on fail. More...
 
bool change_side (item_location &loc, bool interactive=true)
 
hint_rating rate_action_change_side (const item &it) const
 Used to determine player feedback on item use for the inventory code. More...
 
bool get_check_encumbrance ()
 
void set_check_encumbrance (bool new_check)
 
void update_morale ()
 Ticks down morale counters and removes them. More...
 
void apply_persistent_morale ()
 Ensures persistent morale effects are up-to-date. More...
 
void modify_morale (item &food, int nutr=0)
 Used to apply morale modifications from food and medication. More...
 
int get_morale_level () const
 
void add_morale (const morale_type &type, int bonus, int max_bonus=0, const time_duration &duration=1_hours, const time_duration &decay_start=30_minutes, bool capped=false, const itype *item_type=nullptr)
 
bool has_morale (const morale_type &type) const
 
int get_morale (const morale_type &type) const
 
void rem_morale (const morale_type &type)
 
void clear_morale ()
 
bool has_morale_to_read () const
 
bool has_morale_to_craft () const
 
const inventorycrafting_inventory (bool clear_path)
 
const inventorycrafting_inventory (const tripoint &src_pos=tripoint_zero, int radius=PICKUP_RANGE, bool clear_path=true)
 
void invalidate_crafting_inventory ()
 
bool check_and_recover_morale ()
 Checks permanent morale for consistency and recovers it when an inconsistency is found. More...
 
std::pair< int, int > fun_for (const item &comest) const
 Handles the enjoyability value for a comestible. More...
 
void suffer ()
 Handles a large number of timers decrementing and other randomized effects. More...
 
bool irradiate (float rads, bool bypass=false)
 Handles mitigation and application of radiation. More...
 
void mend (int rate_multiplier)
 Handles the chance for broken limbs to spontaneously heal to 1 HP. More...
 
void sound_hallu ()
 Creates an auditory hallucination. More...
 
void drench (int saturation, const body_part_set &flags, bool ignore_waterproof)
 Drenches the player with water, saturation is the percent gotten wet. More...
 
void apply_wetness_morale (int temperature)
 Recalculates morale penalty/bonus from wetness based on mutations, equipment and temperature. More...
 
std::vector< std::string > short_description_parts () const
 
std::string short_description () const
 
int print_info (const catacurses::window &w, int vStart, int vLines, int column) const override
 Write information about this creature. More...
 
bool can_hear (const tripoint &source, int volume) const
 
float hearing_ability () const
 
bool knows_trap (const tripoint &pos) const
 
void add_known_trap (const tripoint &pos, const trap &t)
 
nc_color bodytemp_color (int bp) const
 Define color for displaying the body temperature. More...
 
bool sees (const tripoint &t, bool is_player=false, int range_mod=0) const override
 
bool sees (const Creature &critter) const override
 The functions check whether this creature can see the target. More...
 
Attitude attitude_to (const Creature &other) const override
 Attitude (of this creature) towards another creature. More...
 
int get_lowest_hp () const
 
bool has_weapon () const override
 
void shift_destination (const point &shift)
 
void set_destination (const std::vector< tripoint > &route, const player_activity &new_destination_activity=player_activity())
 
void clear_destination ()
 
bool has_distant_destination () const
 
bool is_auto_moving () const
 
bool has_destination () const
 
bool has_destination_activity () const
 
void start_destination_activity ()
 
std::vector< tripoint > & get_auto_move_route ()
 
action_id get_next_auto_move_direction ()
 
bool defer_move (const tripoint &next)
 
std::map< bodypart_id, float > bodypart_exposure ()
 Map body parts to their total exposure, from 0.0 (fully covered) to 1.0 (buck naked). More...
 
bool pour_into (item &container, item &liquid)
 Try to pour the given liquid into the given container/vehicle. More...
 
bool pour_into (vehicle &veh, item &liquid)
 
- Public Member Functions inherited from Creature
virtual ~Creature ()
 
virtual bool is_player () const
 
virtual bool is_avatar () const
 
virtual bool is_npc () const
 
virtual bool is_monster () const
 
virtual monsteras_monster ()
 
virtual const monsteras_monster () const
 
virtual npcas_npc ()
 
virtual const npcas_npc () const
 
virtual playeras_player ()
 
virtual const playeras_player () const
 
virtual avataras_avatar ()
 
virtual const avataras_avatar () const
 
virtual bool is_fake () const
 Returns true for non-real Creatures used temporarily; i.e. More...
 
virtual void set_fake (bool fake_value)
 Sets a Creature's fake boolean. More...
 
virtual void bleed () const
 Adds an appropriate blood splatter. More...
 
virtual float dodge_roll ()=0
 
virtual float stability_roll () const =0
 
virtual bool avoid_trap (const tripoint &pos, const trap &tr) const =0
 Called when a creature triggers a trap, returns true if they don't set it off. More...
 
Creatureauto_find_hostile_target (int range, int &boo_hoo, int area=0)
 For fake-players (turrets, mounted turrets) this functions chooses a target. More...
 
double ranged_target_size () const
 Size of the target this creature presents to ranged weapons. More...
 
void knock_back_from (const tripoint &p)
 
virtual void knock_back_to (const tripoint &to)=0
 
int size_melee_penalty () const
 
virtual int deal_melee_attack (Creature *source, int hitroll)
 
virtual void deal_melee_hit (Creature *source, int hit_spread, bool critical_hit, const damage_instance &dam, dealt_damage_instance &dealt_dam)
 
virtual void deal_projectile_attack (Creature *source, dealt_projectile_attack &attack)
 Attempts to harm a creature with a projectile. More...
 
virtual void deal_damage_handle_type (const damage_unit &du, bodypart_id bp, int &damage, int &pain)
 
virtual void on_dodge (Creature *source, float difficulty)=0
 This creature just dodged an attack - possibly special/ranged attack - from source. More...
 
virtual bool digging () const
 
virtual bool is_underwater () const
 
virtual bool is_hallucination () const =0
 
virtual bool is_dead_state () const =0
 
bool is_dangerous_fields (const field &fld) const
 Returns true if there is a field in the field set that is dangerous to us. More...
 
bool is_dangerous_field (const field_entry &entry) const
 Returns true if the given field entry is dangerous to us. More...
 
virtual float fall_damage_mod () const =0
 Returns multiplier on fall damage at low velocity (knockback/pit/1 z-level, not 5 z-levels) More...
 
virtual int impact (int force, const tripoint &pos)=0
 Deals falling/collision damage with terrain/creature at pos. More...
 
void check_dead_state ()
 This function checks the creatures is_dead_state and (if true) calls die. More...
 
void add_effect (const effect &eff, bool force=false, bool deferred=false)
 
virtual void add_effect (const efftype_id &eff_id, const time_duration &dur, const bodypart_str_id &bp, int intensity=0, bool force=false, bool deferred=false)
 Adds or modifies an effect. More...
 
void add_effect (const efftype_id &eff_id, const time_duration &dur, body_part bp=num_bp, int intensity=0, bool force=false, bool deferred=false)
 
bool add_env_effect (const efftype_id &eff_id, body_part vector, int strength, const time_duration &dur, body_part bp=num_bp, int intensity=1, bool force=false)
 Gives chance to save via environmental resist, returns false if resistance was successful. More...
 
bool add_env_effect (const efftype_id &eff_id, body_part vector, int strength, const time_duration &dur, body_part bp, bool REMOVED, int intensity=1, bool force=false)=delete
 
bool remove_effect (const efftype_id &eff_id, body_part bp=num_bp)
 Removes a listed effect. More...
 
virtual bool remove_effect (const efftype_id &eff_id, const bodypart_str_id &bp)
 
void clear_effects ()
 Remove all effects. More...
 
bool has_effect (const efftype_id &eff_id, body_part bp=num_bp) const
 Check if creature has the matching effect. More...
 
bool has_effect (const efftype_id &eff_id, const bodypart_str_id &bp) const
 
bool has_effect_with_flag (const std::string &flag, body_part bp=num_bp) const
 Check if creature has any effect with the given flag. More...
 
const effectget_effect (const efftype_id &eff_id, body_part bp=num_bp) const
 Return the effect that matches the given arguments exactly. More...
 
effectget_effect (const efftype_id &eff_id, body_part bp=num_bp)
 
std::vector< const effect * > get_all_effects_of_type (const efftype_id &eff_id) const
 Returns pointers to all effects matching given type. More...
 
time_duration get_effect_dur (const efftype_id &eff_id, body_part bp=num_bp) const
 Returns the duration of the matching effect. More...
 
int get_effect_int (const efftype_id &eff_id, body_part bp=num_bp) const
 Returns the intensity of the matching effect. More...
 
bool resists_effect (const effect &e)
 Returns true if the creature resists an effect. More...
 
void set_value (const std::string &key, const std::string &value)
 
void remove_value (const std::string &key)
 
std::string get_value (const std::string &key) const
 
void process_effects ()
 Processes through all the effects on the Creature. More...
 
virtual void process_effects_internal ()=0
 Processes effects according to class (monster, player) More...
 
virtual void mod_pain (int npain)
 
virtual void mod_pain_noresist (int npain)
 
virtual void set_pain (int npain)
 
virtual int get_pain () const
 
virtual int get_perceived_pain () const
 
int get_moves () const
 
void mod_moves (int nmoves)
 
void set_moves (int nmoves)
 
virtual Creatureget_killer () const
 
virtual int get_num_blocks () const
 
virtual int get_num_dodges () const
 
virtual int get_num_blocks_bonus () const
 
virtual int get_num_dodges_bonus () const
 
virtual int get_num_dodges_base () const
 
virtual int get_armor_bash_bonus () const
 
virtual int get_armor_cut_bonus () const
 
virtual int get_armor_bullet_bonus () const
 
virtual float get_melee () const =0
 
virtual float get_hit () const
 
virtual int get_hp (const bodypart_id &bp) const
 
virtual int get_hp () const
 
virtual int get_hp_max (const bodypart_id &bp) const
 
virtual int get_hp_max () const
 
virtual int hp_percentage () const =0
 
virtual bool has_flag (const m_flag) const
 
virtual bool uncanny_dodge ()
 
anatomy_id get_anatomy () const
 
void set_anatomy (anatomy_id anat)
 
bodypart_id get_random_body_part (bool main=false) const
 
std::vector< bodypart_idget_all_body_parts (bool only_main=false) const
 Returns body parts this creature have. More...
 
const std::map< bodypart_str_id, bodypart > & get_body () const
 
void set_body ()
 
bodypartget_part (const bodypart_id &id)
 
bodypart get_part (const bodypart_id &id) const
 
int get_part_hp_cur (const bodypart_id &id) const
 
int get_part_hp_max (const bodypart_id &id) const
 
int get_part_healed_total (const bodypart_id &id) const
 
void set_part_hp_cur (const bodypart_id &id, int set)
 
void set_part_hp_max (const bodypart_id &id, int set)
 
void set_part_healed_total (const bodypart_id &id, int set)
 
void mod_part_hp_cur (const bodypart_id &id, int mod)
 
void mod_part_hp_max (const bodypart_id &id, int mod)
 
void mod_part_healed_total (const bodypart_id &id, int mod)
 
void set_all_parts_hp_cur (int set)
 
void set_all_parts_hp_to_max ()
 
virtual int get_speed_base () const
 
virtual int get_speed_bonus () const
 
virtual int get_block_bonus () const
 
virtual float get_dodge_bonus () const
 
virtual float get_hit_bonus () const
 
virtual void set_num_blocks_bonus (int nblocks)
 
virtual void mod_num_dodges_bonus (int ndodges)
 
virtual void set_armor_bash_bonus (int nbasharm)
 
virtual void set_armor_cut_bonus (int ncutarm)
 
virtual void set_armor_bullet_bonus (int nbulletarm)
 
virtual void set_speed_base (int nspeed)
 
virtual void set_speed_bonus (int nspeed)
 
virtual void set_block_bonus (int nblock)
 
virtual void mod_speed_bonus (int nspeed)
 
virtual void mod_block_bonus (int nblock)
 
virtual void set_dodge_bonus (float ndodge)
 
virtual void set_hit_bonus (float nhit)
 
virtual void mod_dodge_bonus (float ndodge)
 
virtual void mod_hit_bonus (float nhit)
 
void draw (const catacurses::window &w, const point &origin, bool inverted) const
 
void draw (const catacurses::window &w, const tripoint &origin, bool inverted) const
 
void describe_infrared (std::vector< std::string > &buf) const
 Describe this creature as seen by the avatar via infrared vision. More...
 
void describe_specials (std::vector< std::string > &buf) const
 Describe this creature as detected by the avatar's special senses. More...
 
virtual void add_msg_if_player (const std::string &) const
 
virtual void add_msg_if_player (const game_message_params &, const std::string &) const
 
void add_msg_if_player (const translation &) const
 
void add_msg_if_player (const game_message_params &, const translation &) const
 
template<typename ... Args>
void add_msg_if_player (const char *const msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const std::string &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const translation &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const game_message_params &params, const char *const msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const game_message_params &params, const std::string &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const game_message_params &params, const translation &msg, Args &&... args) const
 
virtual void add_msg_if_npc (const std::string &) const
 
virtual void add_msg_if_npc (const game_message_params &, const std::string &) const
 
void add_msg_if_npc (const translation &) const
 
void add_msg_if_npc (const game_message_params &, const translation &) const
 
template<typename ... Args>
void add_msg_if_npc (const char *const msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const std::string &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const translation &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const game_message_params &params, const char *const msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const game_message_params &params, const std::string &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const game_message_params &params, const translation &msg, Args &&... args) const
 
virtual void add_msg_player_or_npc (const std::string &, const std::string &) const
 
virtual void add_msg_player_or_npc (const game_message_params &, const std::string &, const std::string &) const
 
void add_msg_player_or_npc (const translation &, const translation &) const
 
void add_msg_player_or_npc (const game_message_params &, const translation &, const translation &) const
 
template<typename ... Args>
void add_msg_player_or_npc (const char *const player_msg, const char *const npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const std::string &player_msg, const std::string &npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const translation &player_msg, const translation &npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const game_message_params &params, const char *const player_msg, const char *const npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const game_message_params &params, const std::string &player_msg, const std::string &npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const game_message_params &params, const translation &player_msg, const translation &npc_msg, Args &&... args) const
 
virtual void add_msg_player_or_say (const std::string &, const std::string &) const
 
virtual void add_msg_player_or_say (const game_message_params &, const std::string &, const std::string &) const
 
void add_msg_player_or_say (const translation &, const translation &) const
 
void add_msg_player_or_say (const game_message_params &, const translation &, const translation &) const
 
template<typename ... Args>
void add_msg_player_or_say (const char *const player_msg, const char *const npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const std::string &player_msg, const std::string &npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const translation &player_msg, const translation &npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const game_message_params &params, const char *const player_msg, const char *const npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const game_message_params &params, const std::string &player_msg, const std::string &npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const game_message_params &params, const translation &player_msg, const translation &npc_speech, Args &&... args) const
 
virtual nc_color basic_symbol_color () const =0
 
virtual bool is_symbol_highlighted () const
 
effects_map get_all_effects () const
 
body_part select_body_part (Creature *source, int hit_roll) const
 
std::string replace_with_npc_name (std::string input) const
 This function replaces the "<npcname>" substring with the disp_name of this creature. More...
 
- Public Member Functions inherited from visitable< Character >
VisitResponse visit_items (const std::function< VisitResponse(item *, item *)> &func)
 Traverses this object and any child items contained using a visitor pattern. More...
 
VisitResponse visit_items (const std::function< VisitResponse(const item *, const item *)> &func) const
 
VisitResponse visit_items (const std::function< VisitResponse(item *)> &func)
 Lightweight version which provides only the current node. More...
 
VisitResponse visit_items (const std::function< VisitResponse(const item *)> &func) const
 
itemfind_parent (const item &it)
 Determine the immediate parent container (if any) for an item. More...
 
const itemfind_parent (const item &it) const
 
std::vector< item * > parents (const item &it)
 Returns vector of parent containers (if any) starting with the innermost. More...
 
std::vector< const item * > parents (const item &it) const
 
bool has_item (const item &it) const
 Returns true if this visitable instance contains the item. More...
 
bool has_item_with (const std::function< bool(const item &)> &filter) const
 Returns true if any item (including those within a container) matches the filter. More...
 
bool has_quality (const quality_id &qual, int level=1, int qty=1) const
 Returns true if instance has amount (or more) items of at least quality level. More...
 
int max_quality (const quality_id &qual) const
 Return maximum tool quality level provided by instance or INT_MIN if not found. More...
 
int charges_of (const itype_id &what, int limit=INT_MAX, const std::function< bool(const item &)> &filter=return_true< item >, std::function< void(int)> visitor=nullptr) const
 Count maximum available charges from this instance and any contained items. More...
 
int amount_of (const itype_id &what, bool pseudo=true, int limit=INT_MAX, const std::function< bool(const item &)> &filter=return_true< item >) const
 Count items matching id including both this instance and any contained items. More...
 
bool has_amount (const itype_id &what, int qty, bool pseudo=true, const std::function< bool(const item &)> &filter=return_true< item >) const
 Check instance provides at least qty of an item (. More...
 
std::vector< item * > items_with (const std::function< bool(const item &)> &filter)
 Returns all items (including those within a container) matching the filter. More...
 
std::vector< const item * > items_with (const std::function< bool(const item &)> &filter) const
 
std::list< itemremove_items_with (const std::function< bool(const item &)> &filter, int count=INT_MAX)
 Removes items contained by this instance which match the filter. More...
 
item remove_item (item &it)
 Removes and returns the item which must be contained by this instance. More...
 

Static Public Member Functions

static hp_part bp_to_hp (body_part bp)
 Converts a body_part to an hp_part. More...
 
static body_part hp_to_bp (hp_part hpart)
 Converts an hp_part to a body_part. More...
 
static int worn_position_to_index (int position)
 
static int floor_bedding_warmth (const tripoint &pos)
 Warmth from terrain, furniture, vehicle furniture and traps. More...
 
static int floor_item_warmth (const tripoint &pos)
 Warmth from clothing on the floor. More...
 
- Static Public Member Functions inherited from Creature
static std::string attitude_raw_string (Attitude att)
 Simplified attitude string for unlocalized needs. More...
 
static const std::pair< translation, nc_color > & get_attitude_ui_data (Attitude att)
 Creature Attitude as String and color. More...
 
static void load_hit_range (const JsonObject &)
 
static void reset_hit_range ()
 

Public Attributes

bool death_drops = true
 
bool controlling_vehicle = false
 
int str_max = 0
 
int dex_max = 0
 
int int_max = 0
 
int per_max = 0
 
int str_cur = 0
 
int dex_cur = 0
 
int int_cur = 0
 
int per_cur = 0
 
int blocks_left = 0
 
int dodges_left = 0
 
double recoil = MAX_RECOIL
 
std::string custom_profession
 
bool reach_attacking = false
 
std::vector< tripoint_abs_omtomt_path
 
pimpl< known_magicmagic
 
std::string name
 
bool male = true
 
std::list< itemworn
 
std::array< int, num_hp_partsdamage_bandaged
 
std::array< int, num_hp_partsdamage_disinfected
 
bool nv_cached = false
 
bool in_vehicle = false
 
bool hauling = false
 
player_activity stashed_outbounds_activity
 
player_activity stashed_outbounds_backlog
 
player_activity activity
 
std::list< player_activitybacklog
 
cata::optional< tripointdestination_point
 
inventory inv
 
itype_id last_item
 
item weapon
 
int scent = 0
 
pimpl< bionic_collectionmy_bionics
 
pimpl< character_martial_artsmartial_arts_data
 
stomach_contents stomach
 
std::list< consumption_eventconsumption_history
 
int oxygen = 0
 
int tank_plut = 0
 
int reactor_plut = 0
 
int slow_rad = 0
 
int focus_pool = 0
 
int cash = 0
 
std::set< character_idfollower_ids
 
weak_ptr_fast< Creaturelast_target
 
cata::optional< tripointlast_target_pos
 
item_location ammo_location
 
std::set< tripoint_abs_omtcamps
 
time_point cached_time
 
std::vector< addictionaddictions
 
shared_ptr_fast< monstermounted_creature
 
int mounted_creature_id = 0
 
int activity_vehicle_part_index = -1
 
std::array< int, num_hp_partshealed_total
 
std::map< std::string, int > mutation_category_level
 
std::array< int, num_bptemp_cur
 
std::array< int, num_bpfrostbite_timer
 
std::array< int, num_bptemp_conv
 
std::array< int, num_bpbody_wetness
 
std::array< int, num_bpdrench_capacity
 
time_point next_climate_control_check
 
bool last_climate_control_ret = false
 
- Public Attributes inherited from Creature
FacingDirection facing = FD_RIGHT
 return the direction the creature is facing, for sdl horizontal flip More...
 
int moves = 0
 
bool underwater = false
 

Static Public Attributes

static const std::vector< material_idfleshy = { material_id( "flesh" ), material_id( "hflesh" ) }
 
- Static Public Attributes inherited from Creature
static const std::map< std::string, m_sizesize_map
 
static const std::set< material_idcmat_flesh
 
static const std::set< material_idcmat_fleshnveg
 
static const std::set< material_idcmat_flammable
 
static const std::set< material_idcmat_flameres
 
static std::vector< int > dispersion_for_even_chance_of_good_hit = default_dispersion_for_ecogh
 

Protected Member Functions

void do_skill_rust ()
 
void apply_mods (const trait_id &mut, bool add_remove)
 Applies stat mods to character. More...
 
std::array< encumbrance_data, num_bpcalc_encumbrance () const
 Recalculate encumbrance for all body parts. More...
 
std::array< encumbrance_data, num_bpcalc_encumbrance (const item &new_item) const
 Recalculate encumbrance for all body parts as if new_item was also worn. More...
 
void mut_cbm_encumb (std::array< encumbrance_data, num_bp > &vals) const
 Applies encumbrance from mutations and bionics only. More...
 
std::list< item >::iterator position_to_wear_new_item (const item &new_item)
 Return the position in the worn list where new_item would be put by default. More...
 
void item_encumb (std::array< encumbrance_data, num_bp > &vals, const item &new_item) const
 Applies encumbrance from items only If new_item is not null, then calculate under the asumption that it is added to existing work items. More...
 
void on_damage_of_type (int adjusted_damage, damage_type type, const bodypart_id &bp) override
 
 Character ()
 
 Character (Character &&)
 
Characteroperator= (Character &&)
 
void store (JsonOut &json) const
 Load variables from json into object. More...
 
void load (const JsonObject &data)
 Gather variables for saving. More...
 
- Protected Member Functions inherited from Creature
void set_killer (Creature *killer)
 
virtual void process_one_effect (effect &e, bool is_new)=0
 Processes one effect on the Creature. More...
 
 Creature ()
 
 Creature (const Creature &)=default
 
 Creature (Creature &&)=default
 
Creatureoperator= (const Creature &)=default
 
Creatureoperator= (Creature &&)=default
 
void store (JsonOut &jsout) const
 These two functions are responsible for storing and loading the members of this class to/from json data. More...
 
void load (const JsonObject &jsin)
 

Protected Attributes

std::array< std::array< int, NUM_WATER_TOLERANCE >, num_bpmut_drench
 
tripoint position
 
int str_bonus = 0
 Bonuses to stats, calculated each turn. More...
 
int dex_bonus = 0
 
int per_bonus = 0
 
int int_bonus = 0
 
int healthy = 0
 How healthy the character is. More...
 
int healthy_mod = 0
 
int init_age = 25
 age in years at character creation More...
 
int init_height = 175
 height at character creation More...
 
m_size size_class = MS_MEDIUM
 Size class of character. More...
 
trap_map known_traps
 
std::array< encumbrance_data, num_bpencumbrance_cache
 
std::map< std::string, double > cached_info
 
bool bio_soporific_powered_at_last_sleep_check = false
 
time_point last_sleep_check = calendar::turn_zero
 last time we checked for sleep More...
 
std::map< faction_id, std::pair< int, time_point > > warning_record
 warnings from a faction about bad behavior More...
 
std::unordered_map< trait_id, trait_datamy_mutations
 Traits / mutations of the character. More...
 
std::unordered_set< trait_idmy_traits
 Contains mutation ids of the base traits. More...
 
std::vector< const mutation_branch * > cached_mutations
 Pointers to mutation branches in my_mutations. More...
 
pimpl< SkillLevelMap_skills
 
std::bitset< NUM_VISION_MODESvision_mode_cache
 
float nv_range = 0
 
int sight_max = 0
 
time_point time_died = calendar::before_time_starts
 
pimpl< pathfinding_settingspath_settings
 Cache for pathfinding settings. More...
 
int faction_api_version = 2
 
faction_id fac_id
 
factionmy_fac = nullptr
 
character_movemode move_mode = CMM_WALK
 
std::map< vitamin_id, int > vitamin_levels
 Current deficiency/excess quantity for each vitamin. More...
 
pimpl< player_moralemorale
 
pimpl< enchantmentenchantment_cache
 
std::unordered_map< point_abs_omt, time_durationovermap_time
 Amount of time the player has spent in each overmap tile. More...
 
- Protected Attributes inherited from Creature
Creaturekiller = nullptr
 
pimpl< effects_mapeffects
 
std::unordered_map< std::string, std::string > values
 
int num_blocks = 0
 
int num_dodges = 0
 
int num_blocks_bonus = 0
 
int num_dodges_bonus = 0
 
int armor_bash_bonus = 0
 
int armor_cut_bonus = 0
 
int armor_bullet_bonus = 0
 
int speed_base = 0
 
int speed_bonus = 0
 
float dodge_bonus = 0.0
 
int block_bonus = 0
 
float hit_bonus = 0.0
 
bool fake = false
 

Private Member Functions

bool valid_aoe_technique (Creature &t, const ma_technique &technique)
 Check if an area-of-effect technique has valid targets. More...
 
bool valid_aoe_technique (Creature &t, const ma_technique &technique, std::vector< Creature * > &targets)
 
int get_mod (const trait_id &mut, const std::string &arg) const
 Retrieves a stat mod of a mutation. More...
 
void apply_skill_boost ()
 Applies skill-based boosts to stats. More...
 
void old_mutate ()
 
void suffer_water_damage (const mutation_branch &mdata)
 suffer() subcalls More...
 
void suffer_mutation_power (const mutation_branch &mdata, Character::trait_data &tdata)
 
void suffer_while_underwater ()
 
void suffer_from_addictions ()
 
void suffer_while_awake (int current_stim)
 
void suffer_from_chemimbalance ()
 
void suffer_from_schizophrenia ()
 
void suffer_from_asthma (int current_stim)
 
void suffer_from_pain ()
 
void suffer_in_sunlight ()
 
void suffer_from_sunburn ()
 
void suffer_from_other_mutations ()
 
void suffer_from_radiation ()
 
void suffer_from_bad_bionics ()
 
void suffer_from_artifacts ()
 
void suffer_from_stimulants (int current_stim)
 
void suffer_without_sleep (int sleep_deprivation)
 
bool is_visible_in_range (const Creature &critter, int range) const
 Check whether the other creature is in range and can be seen by this creature. More...
 

Private Attributes

player_activity destination_activity
 
character_id id
 
units::energy power_level
 
units::energy max_power_level
 
int stored_calories = 0
 Needs (hunger, starvation, thirst, fatigue, etc.) More...
 
int thirst = 0
 
int stamina = 0
 
int fatigue = 0
 
int sleep_deprivation = 0
 
bool check_encumbrance = true
 
int stim = 0
 
int pkill = 0
 
int radiation = 0
 
std::vector< tripointauto_move_route
 
cata::optional< tripointnext_expected_position
 
scenttype_id type_of_scent
 
struct weighted_int_list< std::string > melee_miss_reasons
 
int cached_moves = 0
 
tripoint cached_position
 
inventory cached_crafting_inventory
 

Additional Inherited Members

Detailed Description

Definition at line 259 of file character.h.

Member Typedef Documentation

◆ trap_map

using Character::trap_map = std::map<tripoint, std::string>

Definition at line 2059 of file character.h.

Member Enumeration Documentation

◆ comfort_level

enum class Character::comfort_level
strong
Enumerator
impossible 
uncomfortable 
neutral 
slightly_comfortable 
comfortable 
very_comfortable 

Definition at line 288 of file character.h.

288 {
289 impossible = -999,
290 uncomfortable = -7,
291 neutral = 0,
292 slightly_comfortable = 3,
293 comfortable = 5,
294 very_comfortable = 10
295 };

◆ water_tolerance

Enumerator
WT_IGNORED 
WT_NEUTRAL 
WT_GOOD 
NUM_WATER_TOLERANCE 

Definition at line 832 of file character.h.

832 {
833 WT_IGNORED = 0,
835 WT_GOOD,
837 };
@ WT_NEUTRAL
Definition: character.h:834
@ WT_IGNORED
Definition: character.h:833
@ NUM_WATER_TOLERANCE
Definition: character.h:836

Constructor & Destructor Documentation

◆ Character() [1/3]

Character::Character ( const Character )
delete

◆ ~Character()

Character::~Character ( )
overridedefault

◆ Character() [2/3]

Character::Character ( )
protected

Definition at line 390 of file character.cpp.

390 :
392 damage_bandaged( {{ 0 }} ),
393 damage_disinfected( {{ 0 }} ),
395 id( -1 ),
398{
399 str_max = 0;
400 dex_max = 0;
401 per_max = 0;
402 int_max = 0;
403 str_cur = 0;
404 dex_cur = 0;
405 per_cur = 0;
406 int_cur = 0;
407 str_bonus = 0;
408 dex_bonus = 0;
409 per_bonus = 0;
410 int_bonus = 0;
411 healthy = 0;
412 healthy_mod = 0;
413 thirst = 0;
414 fatigue = 0;
416 set_rad( 0 );
417 tank_plut = 0;
418 reactor_plut = 0;
419 slow_rad = 0;
420 set_stim( 0 );
421 set_stamina( 10000 ); //Temporary value for stamina. It will be reset later from external json option.
422 set_anatomy( anatomy_id("human_anatomy") );
423 update_type_of_scent( true );
424 pkill = 0;
427 healed_total = { { 0, 0, 0, 0, 0, 0 } };
428
429 name.clear();
430 custom_profession.clear();
431
432 *path_settings = pathfinding_settings{ 0, 1000, 1000, 0, true, true, true, false, true };
433
436 temp_cur.fill( BODYTEMP_NORM );
437 frostbite_timer.fill( 0 );
438 temp_conv.fill( BODYTEMP_NORM );
439
440 body_wetness.fill( 0 );
441
454}
string_id< anatomy > anatomy_id
Definition: anatomy.h:14
@ bp_foot_l
Definition: bodypart.h:50
@ bp_leg_r
Definition: bodypart.h:49
@ bp_eyes
Definition: bodypart.h:42
@ bp_hand_l
Definition: bodypart.h:46
@ bp_arm_l
Definition: bodypart.h:44
@ bp_leg_l
Definition: bodypart.h:48
@ bp_hand_r
Definition: bodypart.h:47
@ bp_head
Definition: bodypart.h:41
@ bp_torso
Definition: bodypart.h:40
@ bp_mouth
Definition: bodypart.h:43
@ bp_foot_r
Definition: bodypart.h:51
@ bp_arm_r
Definition: bodypart.h:45
@ CMM_WALK
Definition: character.h:97
bool last_climate_control_ret
Definition: character.h:2276
character_movemode move_mode
Definition: character.h:2188
int str_max
Definition: character.h:299
std::array< int, num_bp > frostbite_timer
Definition: character.h:2271
void update_type_of_scent(bool init=false)
Definition: character.cpp:8719
int str_cur
Definition: character.h:304
int str_bonus
Bonuses to stats, calculated each turn.
Definition: character.h:2117
int dex_cur
Definition: character.h:305
std::array< int, num_bp > temp_conv
Definition: character.h:2271
int max_stored_kcal() const
Definition: character.cpp:4312
int per_max
Definition: character.h:302
void set_stim(int new_stim)
Definition: character.cpp:7159
void set_stamina(int new_stamina)
Definition: character.cpp:7201
std::string name
Definition: character.h:1568
std::array< int, num_bp > body_wetness
Definition: character.h:2272
time_point next_climate_control_check
Definition: character.h:2275
int stored_calories
Needs (hunger, starvation, thirst, fatigue, etc.)
Definition: character.h:2236
int per_bonus
Definition: character.h:2119
time_point cached_time
Definition: character.h:1608
std::string custom_profession
Definition: character.h:620
int dex_bonus
Definition: character.h:2118
pimpl< pathfinding_settings > path_settings
Cache for pathfinding settings.
Definition: character.h:2177
std::array< int, num_hp_parts > damage_bandaged
Definition: character.h:1572
character_id id
Definition: character.h:2230
int healthy
How healthy the character is.
Definition: character.h:2123
int sleep_deprivation
Definition: character.h:2242
int int_cur
Definition: character.h:306
int int_max
Definition: character.h:301
int reactor_plut
Definition: character.h:1596
int fatigue
Definition: character.h:2241
std::array< int, num_bp > drench_capacity
Definition: character.h:2273
std::array< int, num_bp > temp_cur
Definition: character.h:2271
void initialize_stomach_contents()
Definition: stomach.cpp:195
std::array< int, num_hp_parts > healed_total
Definition: character.h:1783
void set_rad(int new_rad)
Definition: character.cpp:7174
int slow_rad
Definition: character.h:1597
int per_cur
Definition: character.h:307
int tank_plut
Definition: character.h:1595
int healthy_mod
Definition: character.h:2124
int dex_max
Definition: character.h:300
int thirst
Definition: character.h:2238
cata::optional< tripoint > next_expected_position
Definition: character.h:2252
int int_bonus
Definition: character.h:2120
std::array< int, num_hp_parts > damage_disinfected
Definition: character.h:1572
void set_anatomy(anatomy_id anat)
Definition: creature.cpp:1519
const time_point before_time_starts
A time point that is always before the current turn, even when the game has just started.
Definition: calendar.cpp:25
static constexpr nullopt_t nullopt
Definition: optional.h:22
static constexpr int BODYTEMP_NORM
Level 1 hotness.
Definition: weather.h:36

◆ Character() [3/3]

Character::Character ( Character &&  )
protecteddefault

Member Function Documentation

◆ absorb_hit()

void Character::absorb_hit ( const bodypart_id bp,
damage_instance dam 
)
overridevirtual

Runs through all bionics and armor on a part and reduces damage through their armor_absorb.

Implements Creature.

Definition at line 8144 of file character.cpp.

8145{
8146 std::list<item> worn_remains;
8147 bool armor_destroyed = false;
8148
8149 for( damage_unit &elem : dam.damage_units ) {
8150 if( elem.amount < 0 ) {
8151 // Prevents 0 damage hits (like from hallucinations) from ripping armor
8152 elem.amount = 0;
8153 continue;
8154 }
8155
8156 // The bio_ads CBM absorbs percentage melee damage and ranged damage (where possible) after armour.
8157 if( has_active_bionic( bio_ads ) && ( elem.amount > 0 ) && ( elem.type == DT_BASH ||
8158 elem.type == DT_CUT || elem.type == DT_STAB || elem.type == DT_BULLET ) ) {
8159 float elem_multi = 1;
8160 // HACK: In the future this hopefully gets streamlined.
8161 const auto &all_bionics = get_bionics();
8162 size_t index;
8163 for( index = 0; index < all_bionics.size(); index++ ) {
8164 if( all_bionics[index] == bio_ads ) {
8165 break;
8166 }
8167 }
8168 bionic &bio = bionic_at_index( index );
8169 // HACK: Halves charge rate when hit for the next 3 turns, doesn't stack. See bionics.cpp for more information.
8170 bio.charge_timer = 6;
8171 // Bullet affected significantly more than stab, stab more than cut, cut more than bash.
8172 if( elem.type == DT_BASH ) {
8173 elem_multi = 0.8;
8174 } else if( elem.type == DT_CUT ) {
8175 elem_multi = 0.7;
8176 } else if( elem.type == DT_STAB ) {
8177 elem_multi = 0.55;
8178 } else if( elem.type == DT_BULLET ) {
8179 elem_multi = 0.25;
8180 }
8181 units::energy ads_cost = elem.amount * 500_J;
8182 if( bio.energy_stored >= ads_cost ) {
8183 dam.mult_damage( elem_multi );
8184 bio.energy_stored -= ads_cost;
8185 } else if( bio.energy_stored < ads_cost && bio.energy_stored != 0_kJ ) {
8186 // If you get hit and you lack energy it either deactivates, or deactivates and shorts out.
8187 // Either way you still get protection.
8188 dam.mult_damage( elem_multi );
8189 bio.energy_stored = 0_kJ;
8190 deactivate_bionic( index );
8191 const units::energy shatter_thresh = ( elem.type == DT_BULLET ) ? 20_kJ : 15_kJ;
8192 if( ads_cost >= shatter_thresh ) {
8193 if( bio.incapacitated_time == 0_turns ) {
8194 add_msg_if_player( m_bad, _( "Your forcefield shatters and the feedback shorts out the %s!" ),
8195 bio.info().name );
8196 }
8197 int over = units::to_kilojoule( ads_cost - ( shatter_thresh - 5_kJ ) );
8198 bio.incapacitated_time += ( ( over / 5 ) ) * 1_turns;
8199 } else {
8200 add_msg_if_player( m_bad, _( "Your forcefield crackles and the %s powers down." ),
8201 bio.info().name );
8202 }
8203 } else {
8204 //You tried to (re)activate it and immediately enter combat, no mitigation for you.
8205 deactivate_bionic( index );
8206 add_msg_if_player( m_bad, _( "The %s is interrupted and powers down." ), bio.info().name );
8207 }
8208 }
8209
8210 armor_enchantment_adjust( *this, elem );
8211
8212 // Only the outermost armor can be set on fire
8213 bool outermost = true;
8214 // The worn vector has the innermost item first, so
8215 // iterate reverse to damage the outermost (last in worn vector) first.
8216 for( auto iter = worn.rbegin(); iter != worn.rend(); ) {
8217 item &armor = *iter;
8218
8219 if( !armor.covers( bp->token ) ) {
8220 ++iter;
8221 continue;
8222 }
8223
8224 const std::string pre_damage_name = armor.tname();
8225 bool destroy = false;
8226
8227 item_armor_enchantment_adjust( *this, elem, armor );
8228 // Heat damage can set armor on fire
8229 // Even though it doesn't cause direct physical damage to it
8230 if( outermost && elem.type == DT_HEAT && elem.amount >= 1.0f ) {
8231 // TODO: Different fire intensity values based on damage
8232 fire_data frd{ 2 };
8233 destroy = armor.burn( frd );
8234 int fuel = roll_remainder( frd.fuel_produced );
8235 if( fuel > 0 ) {
8236 add_effect( effect_onfire, time_duration::from_turns( fuel + 1 ), bp->token, 0, false, true );
8237 }
8238 }
8239
8240 if( !destroy ) {
8241 destroy = armor_absorb( elem, armor );
8242 }
8243
8244 if( destroy ) {
8245 if( g->u.sees( *this ) ) {
8246 SCT.add( point( posx(), posy() ), direction::NORTH, remove_color_tags( pre_damage_name ),
8247 m_neutral, _( "destroyed" ), m_info );
8248 }
8249 destroyed_armor_msg( *this, pre_damage_name );
8250 armor_destroyed = true;
8251 armor.on_takeoff( *this );
8252 for( const item *it : armor.contents.all_items_top() ) {
8253 worn_remains.push_back( *it );
8254 }
8255 // decltype is the type name of the iterator, note that reverse_iterator::base returns the
8256 // iterator to the next element, not the one the revers_iterator points to.
8257 // http://stackoverflow.com/questions/1830158/how-to-call-erase-with-a-reverse-iterator
8258 iter = decltype( iter )( worn.erase( --( iter.base() ) ) );
8259 } else {
8260 ++iter;
8261 outermost = false;
8262 }
8263 }
8264
8265 passive_absorb_hit( bp, elem );
8266
8267 if( elem.type == DT_BASH ) {
8268 if( has_trait( trait_LIGHT_BONES ) ) {
8269 elem.amount *= 1.4;
8270 }
8271 if( has_trait( trait_HOLLOW_BONES ) ) {
8272 elem.amount *= 1.8;
8273 }
8274 }
8275
8276 elem.amount = std::max( elem.amount, 0.0f );
8277 }
8278 map &here = get_map();
8279 for( item &remain : worn_remains ) {
8280 here.add_item_or_charges( pos(), remain );
8281 }
8282 if( armor_destroyed ) {
8284 }
8285}
static const trait_id trait_HOLLOW_BONES("HOLLOW_BONES")
static void item_armor_enchantment_adjust(Character &guy, damage_unit &du, item &armor)
Definition: character.cpp:8070
static void destroyed_armor_msg(Character &who, const std::string &pre_damage_name)
Definition: character.cpp:8056
static const bionic_id bio_ads("bio_ads")
static void armor_enchantment_adjust(Character &guy, damage_unit &du)
Definition: character.cpp:8108
static const trait_id trait_LIGHT_BONES("LIGHT_BONES")
static const efftype_id effect_onfire("onfire")
bionic & bionic_at_index(int i)
Returns the bionic at a given index in my_bionics[].
Definition: bionics.cpp:2660
int posx() const override
Definition: character.h:838
int posy() const override
Definition: character.h:841
std::list< item > worn
Definition: character.h:1571
bool armor_absorb(damage_unit &du, item &armor)
Reduces and mutates du, prints messages about armor taking damage.
Definition: character.cpp:8287
bool deactivate_bionic(int b, bool eff_only=false)
Handles bionic deactivation effects of the entered bionic, returns if anything deactivated.
Definition: bionics.cpp:1065
void drop_invalid_inventory()
Definition: character.cpp:3189
void passive_absorb_hit(const bodypart_id &bp, damage_unit &du) const
Check for relevant passive, non-clothing that can absorb damage, and reduce by specified damage unit.
Definition: character.cpp:8037
const tripoint & pos() const override
Definition: character.cpp:709
std::vector< bionic_id > get_bionics() const
Definition: character.cpp:1866
bool has_trait(const trait_id &b) const override
Returns true if the player has the entered trait.
Definition: mutation.cpp:103
bool has_active_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id and it is powered on.
Definition: character.cpp:1885
void add_effect(const effect &eff, bool force=false, bool deferred=false)
Definition: creature.cpp:977
virtual void add_msg_if_player(const std::string &) const
Definition: creature.h:593
std::list< item * > all_items_top()
returns a list of pointers to all top-level items
Definition: item.h:176
item_contents contents
Definition: item.h:2157
std::string tname(unsigned int quantity=1, bool with_prefix=true, unsigned int truncate=0) const
Return the (translated) item name.
Definition: item.cpp:4433
void on_takeoff(Character &p)
Callback when a character takes off an item.
Definition: item.cpp:4276
bool burn(fire_data &frd)
Burns the item.
Definition: item.cpp:8111
bool covers(body_part bp) const
Whether this item (when worn) covers the given body part.
Definition: item.cpp:739
Manage and cache data about a part of the map.
Definition: map.h:372
item & add_item_or_charges(const tripoint &pos, item obj, bool overflow=true)
Adds an item to map tile or stacks charges.
Definition: map.cpp:4214
void add(const point &pos, direction p_oDir, const std::string &p_sText, game_message_type p_gmt, const std::string &p_sText2="", game_message_type p_gmt2=m_neutral, const std::string &p_sType="")
Definition: output.cpp:1757
static constexpr time_duration from_turns(const T t)
Named constructors to get a duration representing a multiple of the named time units.
Definition: calendar.h:204
@ DT_STAB
Definition: damage.h:27
@ DT_BASH
Definition: damage.h:24
@ DT_CUT
Definition: damage.h:25
@ DT_BULLET
Definition: damage.h:31
@ DT_HEAT
Definition: damage.h:28
@ m_neutral
Definition: enums.h:260
@ m_info
Definition: enums.h:258
@ m_bad
Definition: enums.h:254
std::unique_ptr< game > g
Definition: game.cpp:267
map & get_map()
Definition: map.cpp:142
constexpr value_type to_kilojoule(const quantity< value_type, energy_in_joule_tag > &v)
Definition: units_energy.h:46
std::string remove_color_tags(const std::string &s)
Removes the color tags from the input string.
Definition: output.cpp:145
scrollingcombattext SCT
Definition: output.cpp:65
int roll_remainder(double value)
Definition: rng.cpp:96
translation name
Definition: bionics.h:34
const bionic_data & info() const
Definition: bionics.h:168
int charge_timer
Definition: bionics.h:151
units::energy energy_stored
Definition: bionics.h:161
time_duration incapacitated_time
Definition: bionics.h:159
std::vector< damage_unit > damage_units
Definition: damage.h:52
void mult_damage(double multiplier, bool pre_armor=false)
Definition: damage.cpp:48
float amount
Definition: damage.h:37
damage_type type
Definition: damage.h:36
Contains the state of a fire in one tile on one turn.
Definition: fire.h:18
Definition: point.h:35
#define _(msg)
Definition: translations.h:116

References _, scrollingcombattext::add(), Creature::add_effect(), map::add_item_or_charges(), Creature::add_msg_if_player(), item_contents::all_items_top(), damage_unit::amount, armor_absorb(), armor_enchantment_adjust(), bio_ads, bionic_at_index(), item::burn(), bionic::charge_timer, item::contents, item::covers(), damage_instance::damage_units, deactivate_bionic(), destroyed_armor_msg(), drop_invalid_inventory(), DT_BASH, DT_BULLET, DT_CUT, DT_HEAT, DT_STAB, effect_onfire, bionic::energy_stored, time_duration::from_turns(), g, get_bionics(), get_map(), has_active_bionic(), has_trait(), bionic::incapacitated_time, bionic::info(), item_armor_enchantment_adjust(), m_bad, m_info, m_neutral, damage_instance::mult_damage(), bionic_data::name, NORTH, item::on_takeoff(), passive_absorb_hit(), pos(), posx(), posy(), remove_color_tags(), roll_remainder(), SCT, item::tname(), units::to_kilojoule(), trait_HOLLOW_BONES, trait_LIGHT_BONES, damage_unit::type, and worn.

◆ action_taken()

void Character::action_taken ( )

Called after every action, invalidates player caches.

Definition at line 872 of file character.cpp.

873{
874 nv_cached = false;
875}
bool nv_cached
Definition: character.h:1573

References nv_cached.

Referenced by game::do_turn().

◆ activate_bionic()

bool Character::activate_bionic ( int  b,
bool  eff_only = false 
)

Handles bionic activation effects of the entered bionic, returns if anything activated.

Definition at line 531 of file bionics.cpp.

532{
533 bionic &bio = ( *my_bionics )[b];
534 const bool mounted = is_mounted();
535 if( bio.incapacitated_time > 0_turns ) {
536 add_msg( m_info, _( "Your %s is shorting out and can't be activated." ),
537 bio.info().name );
538 return false;
539 }
540
541 // eff_only means only do the effect without messing with stats or displaying messages
542 if( !eff_only ) {
543 if( bio.powered ) {
544 // It's already on!
545 return false;
546 }
547 if( !enough_power_for( bio.id ) ) {
548 add_msg_if_player( m_info, _( "You don't have the power to activate your %s." ),
549 bio.info().name );
550 return false;
551 }
552
553 // HACK: burn_fuel() doesn't check for available fuel in remote source on start.
554 // If CBM is successfully activated, the check will occur when it actually tries to draw power
555 if( !bio.info().is_remote_fueled ) {
556 if( !burn_fuel( b, true ) ) {
557 return false;
558 }
559 }
560
561 // We can actually activate now, do activation-y things
563
564 bio.powered = bio.info().has_flag( flag_BIONIC_TOGGLED ) || bio.info().charge_time > 0;
565
566 if( bio.info().charge_time > 0 ) {
567 bio.charge_timer = bio.info().charge_time;
568 }
569 if( !bio.id->enchantments.empty() ) {
571 }
572 }
573
574 auto add_msg_activate = [&]() {
575 if( !eff_only && !bio.is_auto_start_keep_full() ) {
576 add_msg_if_player( m_info, _( "You activate your %s." ), bio.info().name );
577 }
578 };
579 auto refund_power = [&]() {
580 if( !eff_only ) {
582 }
583 };
584
585 item tmp_item;
586 const w_point &weatherPoint = get_weather().get_precise();
587
588 map &here = get_map();
589 // On activation effects go here
590 if( bio.info().has_flag( flag_BIONIC_GUN ) ) {
591 add_msg_activate();
592 refund_power(); // Power usage calculated later, in avatar_action::fire
594 bio.info().power_activate );
595 } else if( bio.info().has_flag( flag_BIONIC_WEAPON ) ) {
597 add_msg_if_player( m_info, _( "Deactivate your %s first!" ), weapon.tname() );
598 refund_power();
599 bio.powered = false;
600 return false;
601 }
602
603 if( !weapon.is_null() ) {
604 const std::string query = string_format( _( "Stop wielding %s?" ), weapon.tname() );
605 if( !dispose_item( item_location( *this, &weapon ), query ) ) {
606 refund_power();
607 bio.powered = false;
608 return false;
609 }
610 }
611
612 add_msg_activate();
613 weapon = item( bio.info().fake_item );
614 weapon.invlet = '#';
615 if( bio.ammo_count > 0 ) {
618 }
619 } else if( bio.id == bio_ears && has_active_bionic( bio_earplugs ) ) {
620 add_msg_activate();
621 for( bionic &bio : *my_bionics ) {
622 if( bio.id == bio_earplugs ) {
623 bio.powered = false;
624 add_msg_if_player( m_info, _( "Your %s automatically turn off." ),
625 bio.info().name );
626 }
627 }
628 } else if( bio.id == bio_earplugs && has_active_bionic( bio_ears ) ) {
629 add_msg_activate();
630 for( bionic &bio : *my_bionics ) {
631 if( bio.id == bio_ears ) {
632 bio.powered = false;
633 add_msg_if_player( m_info, _( "Your %s automatically turns off." ),
634 bio.info().name );
635 }
636 }
637 } else if( bio.id == bio_evap ) {
638 add_msg_activate();
639 const w_point &weatherPoint = get_weather().get_precise();
640 int humidity = get_local_humidity( weatherPoint.humidity, get_weather().weather_id,
641 g->is_sheltered( g->u.pos() ) );
642 // thirst units = 5 mL
643 int water_available = std::lround( humidity * 3.0 / 100.0 );
644 if( water_available == 0 ) {
645 bio.powered = false;
646 add_msg_if_player( m_bad, _( "There is not enough humidity in the air for your %s to function." ),
647 bio.info().name );
648 return false;
649 } else if( water_available == 1 ) {
651 _( "Your %s issues a low humidity warning. Efficiency will be reduced." ),
652 bio.info().name );
653 }
654 } else if( bio.id == bio_tools ) {
655 add_msg_activate();
657 } else if( bio.id == bio_cqb ) {
658 add_msg_activate();
659 const avatar *you = as_avatar();
660 if( you && !martial_arts_data->pick_style( *you ) ) {
661 bio.powered = false;
662 add_msg_if_player( m_info, _( "You change your mind and turn it off." ) );
663 return false;
664 }
665 } else if( bio.id == bio_resonator ) {
666 add_msg_activate();
667 //~Sound of a bionic sonic-resonator shaking the area
668 sounds::sound( pos(), 30, sounds::sound_t::combat, _( "VRRRRMP!" ), false, "bionic",
669 static_cast<std::string>( bio_resonator ) );
670 for( const tripoint &bashpoint : here.points_in_radius( pos(), 1 ) ) {
671 here.bash( bashpoint, 110 );
672 // Multibash effect, so that doors &c will fall
673 here.bash( bashpoint, 110 );
674 here.bash( bashpoint, 110 );
675 }
676
677 mod_moves( -100 );
678 } else if( bio.id == bio_time_freeze ) {
679 if( mounted ) {
680 refund_power();
681 add_msg_if_player( m_info, _( "You cannot activate %s while mounted." ), bio.info().name );
682 return false;
683 }
684 add_msg_activate();
685
687 set_power_level( 0_kJ );
688 add_msg_if_player( m_good, _( "Your speed suddenly increases!" ) );
689 if( one_in( 3 ) ) {
690 add_msg_if_player( m_bad, _( "Your muscles tear with the strain." ) );
691 apply_damage( nullptr, bodypart_id( "arm_l" ), rng( 5, 10 ) );
692 apply_damage( nullptr, bodypart_id( "arm_r" ), rng( 5, 10 ) );
693 apply_damage( nullptr, bodypart_id( "leg_l" ), rng( 7, 12 ) );
694 apply_damage( nullptr, bodypart_id( "leg_r" ), rng( 7, 12 ) );
695 apply_damage( nullptr, bodypart_id( "torso" ), rng( 5, 15 ) );
696 }
697 if( one_in( 5 ) ) {
698 add_effect( effect_teleglow, rng( 5_minutes, 40_minutes ) );
699 }
700 } else if( bio.id == bio_teleport ) {
701 if( mounted ) {
702 refund_power();
703 add_msg_if_player( m_info, _( "You cannot activate %s while mounted." ), bio.info().name );
704 return false;
705 }
706 add_msg_activate();
707
708 teleport::teleport( *this );
709 add_effect( effect_teleglow, 30_minutes );
710 mod_moves( -100 );
711 } else if( bio.id == bio_blood_anal ) {
712 add_msg_activate();
714 } else if( bio.id == bio_blood_filter ) {
715 add_msg_activate();
716 static const std::vector<efftype_id> removable = {{
724 }
725 };
726
727 for( const auto &eff : removable ) {
728 remove_effect( eff );
729 }
730 // Purging the substance won't remove the fatigue it caused
733 set_painkiller( 0 );
734 set_stim( 0 );
735 mod_moves( -100 );
736 } else if( bio.id == bio_torsionratchet ) {
737 add_msg_activate();
738 add_msg_if_player( m_info, _( "Your torsion ratchet locks onto your joints." ) );
739 } else if( bio.id == bio_jointservo ) {
740 add_msg_activate();
741 add_msg_if_player( m_info, _( "You can now run faster, assisted by joint servomotors." ) );
742 } else if( bio.id == bio_lighter ) {
743 const cata::optional<tripoint> pnt = choose_adjacent( _( "Start a fire where?" ) );
744 if( pnt && here.is_flammable( *pnt ) ) {
745 add_msg_activate();
746 here.add_field( *pnt, fd_fire, 1 );
747 mod_moves( -100 );
748 } else {
749 refund_power();
750 add_msg_if_player( m_info, _( "There's nothing to light there." ) );
751 return false;
752 }
753 } else if( bio.id == bio_geiger ) {
754 add_msg_activate();
755 add_msg_if_player( m_info, _( "Your radiation level: %d" ), get_rad() );
756 } else if( bio.id == bio_radscrubber ) {
757 add_msg_activate();
758 if( get_rad() > 4 ) {
759 mod_rad( -5 );
760 } else {
761 set_rad( 0 );
762 }
763 } else if( bio.id == bio_adrenaline ) {
764 add_msg_activate();
766 add_msg_if_player( m_bad, _( "Safeguards kick in, and the bionic refuses to activate!" ) );
767 refund_power();
768 return false;
769 } else {
770 add_msg_activate();
771 add_effect( effect_adrenaline, 20_minutes );
772 }
773 } else if( bio.id == bio_emp ) {
774 if( const cata::optional<tripoint> pnt = choose_adjacent( _( "Create an EMP where?" ) ) ) {
775 add_msg_activate();
777 mod_moves( -100 );
778 } else {
779 refund_power();
780 return false;
781 }
782 } else if( bio.id == bio_hydraulics ) {
783 add_msg_activate();
784 add_msg_if_player( m_good, _( "Your muscles hiss as hydraulic strength fills them!" ) );
785 //~ Sound of hissing hydraulic muscle! (not quite as loud as a car horn)
786 sounds::sound( pos(), 19, sounds::sound_t::activity, _( "HISISSS!" ), false, "bionic",
787 static_cast<std::string>( bio_hydraulics ) );
788 } else if( bio.id == bio_water_extractor ) {
789 bool no_target = true;
790 bool extracted = false;
791 for( item &it : here.i_at( pos() ) ) {
792 static const auto volume_per_water_charge = 500_ml;
793 if( it.is_corpse() ) {
794 const int avail = it.get_var( "remaining_water", it.volume() / volume_per_water_charge );
795 if( avail > 0 ) {
796 no_target = false;
797 if( query_yn( _( "Extract water from the %s" ),
798 colorize( it.tname(), it.color_in_inventory() ) ) ) {
799 item water( itype_water_clean, calendar::turn, avail );
800 if( liquid_handler::consume_liquid( water ) ) {
801 add_msg_activate();
802 extracted = true;
803 it.set_var( "remaining_water", static_cast<int>( water.charges ) );
804 }
805 break;
806 }
807 }
808 }
809 }
810 if( no_target ) {
811 add_msg_if_player( m_bad, _( "There is no suitable corpse on this tile." ) );
812 }
813 if( !extracted ) {
814 refund_power();
815 return false;
816 }
817 } else if( bio.id == bio_magnet ) {
818 add_msg_activate();
819 static const std::set<material_id> affected_materials =
820 { material_id( "iron" ), material_id( "steel" ) };
821 // Remember all items that will be affected, then affect them
822 // Don't "snowball" by affecting some items multiple times
823 std::vector<std::pair<item, tripoint>> affected;
824 const units::mass weight_cap = weight_capacity();
825 for( const tripoint &p : here.points_in_radius( pos(), 10 ) ) {
826 if( p == pos() || !here.has_items( p ) || here.has_flag( flag_SEALED, p ) ) {
827 continue;
828 }
829
830 map_stack stack = here.i_at( p );
831 for( auto it = stack.begin(); it != stack.end(); it++ ) {
832 if( it->weight() < weight_cap &&
833 it->made_of_any( affected_materials ) ) {
834 affected.emplace_back( std::make_pair( *it, p ) );
835 stack.erase( it );
836 break;
837 }
838 }
839 }
840
841 for( const std::pair<item, tripoint> &pr : affected ) {
842 projectile proj;
843 proj.speed = 50;
844 proj.impact = damage_instance::physical( pr.first.weight() / 250_gram, 0, 0, 0 );
845 // make the projectile stop one tile short to prevent hitting the player
846 proj.range = rl_dist( pr.second, pos() ) - 1;
847 static const std::set<ammo_effect_str_id> ammo_effects = {{
848 ammo_effect_str_id( "NO_ITEM_DAMAGE" ),
849 ammo_effect_str_id( "DRAW_AS_LINE" ),
850 ammo_effect_str_id( "NO_DAMAGE_SCALING" ),
851 ammo_effect_str_id( "JET" ),
852 }
853 };
854 for( const auto &eff : ammo_effects ) {
855 proj.add_effect( eff );
856 }
857
859 proj, pr.second, pos(), dispersion_sources{ 0 }, this );
860 here.add_item_or_charges( dealt.end_point, pr.first );
861 }
862
863 mod_moves( -100 );
864 } else if( bio.id == bio_lockpick ) {
865 bool used = false;
866 bool tried_lockpick = false;
867 const cata::optional<tripoint> pnt = choose_adjacent( _( "Use your lockpick where?" ) );
868 std::string open_message;
869 if( pnt ) {
870 tried_lockpick = true;
871 ter_id ter_type = g->m.ter( *pnt );
872 furn_id furn_type = g->m.furn( *pnt );
873 lockpicking_open_result lr = get_lockpicking_open_result( ter_type, furn_type );
874 ter_id new_ter_type = lr.new_ter_type;
875 furn_id new_furn_type = lr.new_furn_type;
876 open_message = lr.open_message;
877
878 if( new_ter_type != t_null || new_furn_type != f_null ) {
879 g->m.has_furn( *pnt ) ?
880 g->m.furn_set( *pnt, new_furn_type ) :
881 static_cast<void>( g->m.ter_set( *pnt, new_ter_type ) );
882 used = true;
883 }
884 }
885
886 if( used ) {
887 add_msg_activate();
888 add_msg_if_player( m_good, open_message );
889 mod_moves( -100 );
890 } else {
891 refund_power();
892 if( tried_lockpick ) {
893 add_msg_if_player( m_info, _( "There is nothing to lockpick nearby." ) );
894 }
895 return false;
896 }
897 } else if( bio.id == bio_flashbang ) {
898 add_msg_activate();
899 explosion_handler::flashbang( pos(), true, "explosion" );
900 mod_moves( -100 );
901 } else if( bio.id == bio_shockwave ) {
902 add_msg_activate();
903
905 sw.affects_player = false;
906 sw.radius = 3;
907 sw.force = 4;
908 sw.stun = 2;
909 sw.dam_mult = 8;
910
911 explosion_handler::shockwave( pos(), sw, "explosion" );
912 add_msg_if_player( m_neutral, _( "You unleash a powerful shockwave!" ) );
913 mod_moves( -100 );
914 } else if( bio.id == bio_meteorologist ) {
916 add_msg_activate();
917 // Calculate local wind power
918 int vehwindspeed = 0;
919 if( optional_vpart_position vp = here.veh_at( pos() ) ) {
920 // vehicle velocity in mph
921 vehwindspeed = std::abs( vp->vehicle().velocity / 100 );
922 }
923 const oter_id &cur_om_ter = overmap_buffer.ter( global_omt_location() );
924 /* cache g->get_temperature( player location ) since it is used twice. No reason to recalc */
925 const auto player_local_temp = weather.get_temperature( g->u.pos() );
926 /* windpower defined in internal velocity units (=.01 mph) */
927 double windpower = 100.0f * get_local_windpower( weather.windspeed + vehwindspeed,
928 cur_om_ter, pos(), weather.winddirection, g->is_sheltered( pos() ) );
929 add_msg_if_player( m_info, _( "Temperature: %s." ), print_temperature( player_local_temp ) );
930 add_msg_if_player( m_info, _( "Relative Humidity: %s." ),
932 get_local_humidity( weatherPoint.humidity, weather.weather_id,
933 g->is_sheltered( g->u.pos() ) ) ) );
934 add_msg_if_player( m_info, _( "Pressure: %s." ),
935 print_pressure( static_cast<int>( weatherPoint.pressure ) ) );
936 add_msg_if_player( m_info, _( "Wind Speed: %.1f %s." ),
937 convert_velocity( static_cast<int>( windpower ), VU_WIND ),
939 add_msg_if_player( m_info, _( "Feels Like: %s." ),
942 weatherPoint.humidity,
943 windpower / 100 ) + player_local_temp ) );
944 std::string dirstring = get_dirstring( weather.winddirection );
945 add_msg_if_player( m_info, _( "Wind Direction: From the %s." ), dirstring );
946 } else if( bio.id == bio_remote ) {
947 add_msg_activate();
948 int choice = uilist( _( "Perform which function:" ), {
949 _( "Control vehicle" ), _( "RC radio" )
950 } );
951 if( choice >= 0 && choice <= 1 ) {
952 item ctr;
953 if( choice == 0 ) {
954 ctr = item( "remotevehcontrol", calendar::start_of_cataclysm );
955 } else {
956 ctr = item( "radiocontrol", calendar::start_of_cataclysm );
957 }
959 int power_use = invoke_item( &ctr );
960 mod_power_level( units::from_kilojoule( -power_use ) );
961 bio.powered = ctr.active;
962 } else {
963 bio.powered = g->remoteveh() != nullptr || !get_value( "remote_controlling" ).empty();
964 }
965 } else if( bio.id == bio_plutdump ) {
966 if( query_yn(
967 _( "WARNING: Purging all fuel is likely to result in radiation! Purge anyway?" ) ) ) {
968 add_msg_activate();
970 tank_plut = 0;
971 reactor_plut = 0;
972 } else {
973 refund_power();
974 return false;
975 }
976 } else if( bio.info().is_remote_fueled ) {
977 std::vector<item *> cables = items_with( []( const item & it ) {
978 return it.has_flag( flag_CABLE_SPOOL );
979 } );
980 bool has_cable = !cables.empty();
981 bool free_cable = false;
982 bool success = false;
983 if( !has_cable ) {
985 _( "You need a jumper cable connected to a power source to drain power from it." ) );
986 } else {
987 for( item *cable : cables ) {
988 const std::string state = cable->get_var( "state" );
989 if( state == "cable_charger" ) {
991 _( "Cable is plugged-in to the CBM but it has to be also connected to the power source." ) );
992 }
993 if( state == "cable_charger_link" ) {
994 add_msg_activate();
995 success = true;
997 _( "You are plugged to the vehicle. It will charge you if it has some juice in it." ) );
998 }
999 if( state == "solar_pack_link" ) {
1000 add_msg_activate();
1001 success = true;
1003 _( "You are plugged to a solar pack. It will charge you if it's unfolded and in sunlight." ) );
1004 }
1005 if( state == "UPS_link" ) {
1006 add_msg_activate();
1007 success = true;
1009 _( "You are plugged to a UPS. It will charge you if it has some juice in it." ) );
1010 }
1011 if( state == "solar_pack" || state == "UPS" ) {
1013 _( "You have a cable plugged to a portable power source, but you need to plug it in to the CBM." ) );
1014 }
1015 if( state == "pay_out_cable" ) {
1017 _( "You have a cable plugged to a vehicle, but you need to plug it in to the CBM." ) );
1018 }
1019 if( state == "attach_first" ) {
1020 free_cable = true;
1021 }
1022 }
1023
1024 if( free_cable ) {
1026 _( "You have at least one free cable in your inventory that you could use to plug yourself in." ) );
1027 }
1028 }
1029 if( !success ) {
1030 refund_power();
1031 bio.powered = false;
1032 return false;
1033 }
1034
1035 } else if( bio.id == bio_probability_travel ) {
1036 if( const cata::optional<tripoint> pnt = choose_adjacent( _( "Tunnel in which direction?" ) ) ) {
1037 if( g->m.impassable( *pnt ) ) {
1038 add_msg_activate();
1039 g->phasing_move( *pnt );
1040 } else {
1041 refund_power();
1042 add_msg_if_player( m_info, _( "There's nothing to phase through there." ) );
1043 return false;
1044 }
1045 } else {
1046 refund_power();
1047 return false;
1048 }
1049 } else {
1050 add_msg_activate();
1051 }
1052
1053 // Recalculate stats (strength, mods from pain etc.) that could have been affected
1055 reset();
1056
1057 // Also reset crafting inventory cache if this bionic spawned a fake item
1058 if( !bio.info().fake_item.is_empty() ) {
1060 }
1061
1062 return true;
1063}
cata::optional< tripoint > choose_adjacent(const std::string &message, const bool allow_vertical)
Request player input of adjacent tile, possibly including vertical tiles.
Definition: action.cpp:1013
units::quantity< V, B > rng(const units::quantity< V, B > &min, const units::quantity< V, B > &max)
Definition: artifact.cpp:32
dealt_projectile_attack projectile_attack(const projectile &proj_arg, const tripoint &source, const tripoint &target_arg, const dispersion_sources &dispersion, Creature *origin, const vehicle *in_veh)
Fires a projectile at the target point from the source point with total_dispersion dispersion.
Definition: ballistics.cpp:202
static const flag_str_id flag_BIONIC_WEAPON("BIONIC_WEAPON")
static const bionic_id bio_cqb("bio_cqb")
static const bionic_id bio_geiger("bio_geiger")
static const itype_id itype_water_clean("water_clean")
static const efftype_id effect_bloodworms("bloodworms")
static const flag_str_id flag_BIONIC_GUN("BIONIC_GUN")
static const efftype_id effect_weed_high("weed_high")
static const efftype_id effect_fungus("fungus")
static const efftype_id effect_pkill_l("pkill_l")
static const efftype_id effect_took_prozac("took_prozac")
static const efftype_id effect_datura("datura")
static const efftype_id effect_drunk("drunk")
static const efftype_id effect_teleglow("teleglow")
static const efftype_id effect_badpoison("badpoison")
static const efftype_id effect_dermatik("dermatik")
static const std::string flag_NO_UNWIELD("NO_UNWIELD")
static const efftype_id effect_pkill2("pkill2")
static const efftype_id effect_adrenaline("adrenaline")
static void force_comedown(effect &eff)
Definition: bionics.cpp:443
static const bionic_id bio_evap("bio_evap")
static const efftype_id effect_took_flumed("took_flumed")
static const bionic_id bio_plutdump("bio_plutdump")
static const efftype_id effect_hallu("hallu")
static const efftype_id effect_pblue("pblue")
static const bionic_id bio_water_extractor("bio_water_extractor")
static const bionic_id bio_hydraulics("bio_hydraulics")
static const efftype_id effect_cocaine_high("cocaine_high")
static const bionic_id bio_lighter("bio_lighter")
static const bionic_id bio_magnet("bio_magnet")
static const efftype_id effect_meth("meth")
static const bionic_id bio_flashbang("bio_flashbang")
static const bionic_id bio_time_freeze("bio_time_freeze")
static const bionic_id bio_meteorologist("bio_meteorologist")
static const std::string flag_CABLE_SPOOL("CABLE_SPOOL")
static const efftype_id effect_visuals("visuals")
static const bionic_id bio_ears("bio_ears")
static const bionic_id bio_shockwave("bio_shockwave")
static const bionic_id bio_emp("bio_emp")
static const bionic_id bio_remote("bio_remote")
static const efftype_id effect_stung("stung")
static const std::string flag_SEALED("SEALED")
static const flag_str_id flag_BIONIC_TOGGLED("BIONIC_TOGGLED")
static const efftype_id effect_cig("cig")
static const bionic_id bio_tools("bio_tools")
static const bionic_id bio_earplugs("bio_earplugs")
static const bionic_id bio_adrenaline("bio_adrenaline")
static const bionic_id bio_lockpick("bio_lockpick")
static const bionic_id bio_blood_anal("bio_blood_anal")
static const bionic_id bio_probability_travel("bio_probability_travel")
static const bionic_id bio_radscrubber("bio_radscrubber")
static const bionic_id bio_teleport("bio_teleport")
static const efftype_id effect_poison("poison")
static const bionic_id bio_resonator("bio_resonator")
static const bionic_id bio_blood_filter("bio_blood_filter")
static const efftype_id effect_pkill1("pkill1")
static const efftype_id effect_took_xanax("took_xanax")
static const efftype_id effect_pkill3("pkill3")
static const efftype_id effect_took_prozac_bad("took_prozac_bad")
static const bionic_id bio_torsionratchet("bio_torsionratchet")
static const efftype_id effect_iodine("iodine")
static const bionic_id bio_jointservo("bio_jointservo")
int_id< body_part_type > bodypart_id
Definition: bodypart.h:23
units::mass weight_capacity() const override
Definition: character.cpp:2798
void conduct_blood_analysis() const
Definition: character.cpp:2022
void mod_power_level(const units::energy &npower)
Definition: character.cpp:1985
void mod_rad(int mod)
Definition: character.cpp:7179
pimpl< character_martial_arts > martial_arts_data
Definition: character.h:1589
bool query_yn(const char *const msg, Args &&... args) const
It is supposed to hide the query_yn to simplify player vs.
Definition: character.h:1493
pimpl< bionic_collection > my_bionics
Definition: character.h:1588
virtual bool invoke_item(item *, const tripoint &pt)
Asks how to use the item (if it has more than one use_method) and uses it.
Definition: character.cpp:7320
void set_power_level(const units::energy &npower)
Definition: character.cpp:1975
void set_painkiller(int npkill)
Sets intensity of painkillers
Definition: character.cpp:9781
bool is_mounted() const
Definition: character.cpp:1138
void apply_damage(Creature *source, bodypart_id hurt, int dam, bool bypass_med=false) override
Actually hurt the player, hurts a body_part directly, no armor reduction.
Definition: character.cpp:8400
bool enough_power_for(const bionic_id &bid) const
Definition: character.cpp:2017
void recalculate_enchantment_cache()
Definition: character.cpp:7979
bool burn_fuel(int b, bool start=false)
Convert fuel to bionic power.
Definition: bionics.cpp:1155
int get_rad() const
Definition: character.cpp:7169
virtual bool dispose_item(item_location &&obj, const std::string &prompt=std::string())
Drop, wear, stash or otherwise try to dispose of an item consuming appropriate moves.
Definition: character.cpp:7359
void reset() override
Handles stat and bonus reset.
Definition: character.cpp:3603
void reset_encumbrance()
Recalculates encumbrance cache.
Definition: character.cpp:3624
units::energy get_power_level() const
Definition: character.cpp:1965
item weapon
Definition: character.h:1585
tripoint_abs_omt global_omt_location() const
Returns the location of the player in global overmap terrain coordinates.
Definition: character.cpp:6330
void invalidate_crafting_inventory()
Definition: crafting.cpp:590
std::string get_value(const std::string &key) const
Definition: creature.cpp:1338
bool has_effect(const efftype_id &eff_id, body_part bp=num_bp) const
Check if creature has the matching effect.
Definition: creature.cpp:1176
bool remove_effect(const efftype_id &eff_id, body_part bp=num_bp)
Removes a listed effect.
Definition: creature.cpp:1133
void mod_moves(int nmoves)
Definition: creature.cpp:1405
const effect & get_effect(const efftype_id &eff_id, body_part bp=num_bp) const
Return the effect that matches the given arguments exactly.
Definition: creature.cpp:1216
virtual avatar * as_avatar()
Definition: creature.h:128
Definition: avatar.h:54
A lightweight handle to an item independent of it's location Unlike a raw pointer can be (de-)seriali...
Definition: item_location.h:23
iterator begin()
Definition: item_stack.cpp:28
iterator end()
Definition: item_stack.cpp:33
bool active
Definition: item.h:2233
bool is_null() const
Definition: item.cpp:728
item & ammo_set(const itype_id &ammo, int qty=-1)
Filter setting the ammo for this instance Any existing ammo is removed.
Definition: item.cpp:586
int charges
Definition: item.h:2195
bool has_flag(const std::string &flag) const
Definition: item.cpp:5181
char invlet
Definition: item.h:2232
Definition: map.h:101
iterator erase(const_iterator it) override
Definition: map.cpp:148
bash_results bash(const tripoint &p, int str, bool silent=false, bool destroy=false, bool bash_floor=false, const vehicle *bashing_vehicle=nullptr)
Returns a pair where first is whether anything was smashed and second is if it was destroyed.
Definition: map.cpp:3506
bool has_flag(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2288
bool add_field(const tripoint &p, const field_type_id &type_id, int intensity=INT_MAX, const time_duration &age=0_turns, bool hit_player=true)
Add field entry at point, or set intensity if present.
Definition: map.cpp:5386
tripoint_range< tripoint > points_in_radius(const tripoint &center, size_t radius, size_t radiusz=0) const
Definition: map.cpp:8422
map_stack i_at(const tripoint &p)
Definition: map.cpp:4069
bool is_flammable(const tripoint &p)
Returns true if there is a flammable item or field or the furn/terrain is flammable at p.
Definition: map.cpp:2637
optional_vpart_position veh_at(const tripoint &p) const
Checks if tile is occupied by vehicle and by which part.
Definition: map.cpp:1004
bool has_items(const tripoint &p) const
Checks for existence of items.
Definition: map.cpp:4750
Simple wrapper to forward functions that may return a cata::optional to vpart_position.
const oter_id & ter(const tripoint_abs_omt &p)
Returns the overmap terrain at the given OMT coordinates.
bool is_empty() const
Returns whether this id is empty.
Definition: string_id.h:298
uilist: scrolling vertical list menu
Definition: ui.h:187
std::vector< item * > items_with(const std::function< bool(const item &)> &filter)
Returns all items (including those within a container) matching the filter.
Definition: visitable.cpp:324
const w_point & get_precise() const
Definition: weather.h:218
std::string colorize(const std::string &text, const nc_color &color)
Definition: color.cpp:669
int rl_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:519
@ m_good
Definition: enums.h:253
@ m_mixed
Definition: enums.h:255
field_type_id fd_fire
Definition: field_type.cpp:345
double get_local_windpower(double windpower, const oter_id &omter, const tripoint &location, const int &winddirection, bool sheltered)
Definition: weather.cpp:938
int get_local_humidity(double humidity, const weather_type_id &weather, bool sheltered)
Definition: weather.cpp:924
std::string print_temperature(double fahrenheit, int decimals)
Print temperature (and convert to Celsius if Celsius display is enabled.)
Definition: weather.cpp:717
std::string get_dirstring(int angle)
Definition: weather.cpp:874
weather_manager & get_weather()
Definition: weather.cpp:64
std::string print_pressure(double pressure, int decimals)
Print pressure (no conversions.)
Definition: weather.cpp:752
std::string print_humidity(double humidity, int decimals)
Print relative humidity (no conversions.)
Definition: weather.cpp:743
int get_local_windchill(double temperature_f, double humidity, double wind_mph)
Definition: weather.cpp:797
constexpr double b
Definition: magic.cpp:1031
string_id< ammo_effect > ammo_effect_str_id
Definition: map.cpp:101
lockpicking_open_result get_lockpicking_open_result(ter_id ter_type, furn_id furn_type)
Gets lockpicked object and message.
Definition: mapdata.cpp:1060
ter_id t_null
Definition: mapdata.cpp:623
furn_id f_null
Definition: mapdata.cpp:1095
void add_msg(std::string msg)
Definition: messages.cpp:884
void fire_wielded_weapon(avatar &you)
Checks if the wielded weapon is a gun and can be fired then starts interactive aiming.
void fire_ranged_bionic(avatar &you, const item &fake_gun, const units::energy &cost_per_shot)
Stores fake gun specified by the bionic and starts interactive aiming.
@ success
Definition: behavior.h:20
const time_point & start_of_cataclysm
Definition: calendar.cpp:33
time_point turn
Definition: calendar.cpp:36
void flashbang(const tripoint &p, bool player_immune, const std::string &exp_name)
Triggers a flashbang explosion at p.
Definition: explosion.cpp:794
void shockwave(const tripoint &p, const shockwave_data &sw, const std::string &exp_name)
Shockwave applies knockback with given parameters to all targets within radius of p.
Definition: explosion.cpp:853
void emp_blast(const tripoint &p)
Triggers an EMP blast at p.
Definition: explosion.cpp:911
bool consume_liquid(item &liquid, const int radius)
Consume / handle as much of the liquid as possible in varying ways.
void sound(const tripoint &p, int vol, sound_t category, const std::string &description, bool ambient=false, const std::string &id="", const std::string &variant="default")
Sound at (p) of intensity (vol)
Definition: sounds.cpp:177
bool teleport(Creature &critter, int min_distance=2, int max_distance=12, bool safe=false, bool add_teleglow=true)
Teleports a creature to a tile within min_distance and max_distance tiles.
Definition: teleport.cpp:24
constexpr value_type to_fahrenheit(const quantity< value_type, temperature_in_millidegree_celsius_tag > &v)
constexpr quantity< value_type, energy_in_joule_tag > from_kilojoule(const value_type v)
Definition: units_energy.h:32
overmapbuffer overmap_buffer
bool one_in(int chance)
Definition: rng.cpp:65
std::string string_format(std::string format, Args &&...args)
Simple wrapper over string_formatter::parse.
std::vector< enchantment_id > enchantments
bionic enchantments
Definition: bionics.h:107
itype_id fake_item
Fake item created for crafting with this bionic available.
Definition: bionics.h:99
units::energy power_activate
Power cost on activation.
Definition: bionics.h:37
int charge_time
How often a bionic draws or produces power while active in turns.
Definition: bionics.h:43
bool is_remote_fueled
This bionic draws power through a cable.
Definition: bionics.h:61
bool has_flag(const flag_str_id &flag) const
Definition: bionics.cpp:243
itype_id ammo_loaded
Definition: bionics.h:155
bool is_auto_start_keep_full() const
Definition: bionics.cpp:2767
bionic_id id
Definition: bionics.h:150
unsigned int ammo_count
Definition: bionics.h:157
bool powered
Definition: bionics.h:153
static damage_instance physical(float bash, float cut, float stab, float arpen=0.0f)
Definition: damage.cpp:27
std::string open_message
Definition: mapdata.h:165
void add_effect(const ammo_effect_str_id &id)
Definition: projectile.h:58
damage_instance impact
Definition: projectile.h:21
bool affects_player
Definition: explosion.h:30
units::temperature temperature
Definition: weather_gen.h:16
double humidity
Definition: weather_gen.h:17
double pressure
Definition: weather_gen.h:18
string_id< material_type > material_id
Definition: type_id.h:85
double convert_velocity(int velocity, const units_type vel_units)
Convert internal velocity units to units defined by user.
const char * velocity_units(const units_type vel_units)
Create a units label for a velocity value.
@ VU_WIND
Definition: units_utility.h:15

References _, item::active, sounds::activity, projectile::add_effect(), Creature::add_effect(), map::add_field(), map::add_item_or_charges(), add_msg(), Creature::add_msg_if_player(), shockwave_data::affects_player, bionic::ammo_count, bionic::ammo_loaded, item::ammo_set(), apply_damage(), Creature::as_avatar(), b, map::bash(), item_stack::begin(), bio_adrenaline, bio_blood_anal, bio_blood_filter, bio_cqb, bio_earplugs, bio_ears, bio_emp, bio_evap, bio_flashbang, bio_geiger, bio_hydraulics, bio_jointservo, bio_lighter, bio_lockpick, bio_magnet, bio_meteorologist, bio_plutdump, bio_probability_travel, bio_radscrubber, bio_remote, bio_resonator, bio_shockwave, bio_teleport, bio_time_freeze, bio_tools, bio_torsionratchet, bio_water_extractor, burn_fuel(), bionic_data::charge_time, bionic::charge_timer, item::charges, choose_adjacent(), colorize(), sounds::combat, conduct_blood_analysis(), liquid_handler::consume_liquid(), convert_velocity(), shockwave_data::dam_mult, dispose_item(), effect_adrenaline, effect_badpoison, effect_bloodworms, effect_cig, effect_cocaine_high, effect_datura, effect_dermatik, effect_drunk, effect_fungus, effect_hallu, effect_iodine, effect_meth, effect_pblue, effect_pkill1, effect_pkill2, effect_pkill3, effect_pkill_l, effect_poison, effect_stung, effect_teleglow, effect_took_flumed, effect_took_prozac, effect_took_prozac_bad, effect_took_xanax, effect_visuals, effect_weed_high, explosion_handler::emp_blast(), bionic_data::enchantments, item_stack::end(), dealt_projectile_attack::end_point, enough_power_for(), map_stack::erase(), f_null, bionic_data::fake_item, fd_fire, avatar_action::fire_ranged_bionic(), avatar_action::fire_wielded_weapon(), flag_BIONIC_GUN, flag_BIONIC_TOGGLED, flag_BIONIC_WEAPON, flag_CABLE_SPOOL(), flag_NO_UNWIELD(), flag_SEALED(), explosion_handler::flashbang(), shockwave_data::force, force_comedown(), units::from_kilojoule(), g, get_dirstring(), Creature::get_effect(), get_local_humidity(), get_local_windchill(), get_local_windpower(), get_lockpicking_open_result(), get_map(), get_power_level(), weather_manager::get_precise(), get_rad(), Creature::get_value(), get_weather(), global_omt_location(), has_active_bionic(), Creature::has_effect(), bionic_data::has_flag(), item::has_flag(), map::has_flag(), map::has_items(), w_point::humidity, map::i_at(), bionic::id, projectile::impact, bionic::incapacitated_time, bionic::info(), invalidate_crafting_inventory(), item::invlet, invoke_item(), bionic::is_auto_start_keep_full(), string_id< T >::is_empty(), map::is_flammable(), is_mounted(), item::is_null(), bionic_data::is_remote_fueled, visitable< Character >::items_with(), itype_water_clean, m_bad, m_good, m_info, m_mixed, m_neutral, martial_arts_data, Creature::mod_moves(), mod_power_level(), mod_rad(), my_bionics, bionic_data::name, lockpicking_open_result::new_furn_type, lockpicking_open_result::new_ter_type, one_in(), lockpicking_open_result::open_message, overmap_buffer, damage_instance::physical(), map::points_in_radius(), pos(), bionic_data::power_activate, bionic::powered, w_point::pressure, print_humidity(), print_pressure(), print_temperature(), projectile_attack(), query_yn(), shockwave_data::radius, projectile::range, reactor_plut, recalculate_enchantment_cache(), Creature::remove_effect(), reset(), reset_encumbrance(), rl_dist(), rng(), set_painkiller(), set_power_level(), set_rad(), set_stim(), explosion_handler::shockwave(), slow_rad, sounds::sound(), projectile::speed, calendar::start_of_cataclysm, string_format(), shockwave_data::stun, behavior::success, t_null, tank_plut, teleport::teleport(), w_point::temperature, overmapbuffer::ter(), item::tname(), units::to_fahrenheit(), units::to_kilojoule(), calendar::turn, map::veh_at(), velocity_units(), VU_WIND, weapon, and weight_capacity().

Referenced by npc::activate_bionic_by_id(), add_bionic(), player::power_bionics(), and npc::use_bionic_by_id().

◆ activate_mutation()

void Character::activate_mutation ( const trait_id mutation)

Definition at line 470 of file mutation.cpp.

471{
472 const mutation_branch &mdata = mut.obj();
473 trait_data &tdata = my_mutations[mut];
474 // You can take yourself halfway to Near Death levels of hunger/thirst.
475 // Fatigue can go to Exhausted.
476 if( !can_use_mutation_warn( mut, *this ) ) {
477 return;
478 }
480 tdata.powered = true;
481
482 if( !mut->enchantments.empty() ) {
484 }
485
486 if( mdata.transform ) {
487 const cata::value_ptr<mut_transform> trans = mdata.transform;
488 mod_moves( - trans->moves );
489 switch_mutations( mut, trans->target, trans->active );
490 return;
491 }
492
493 if( mut == trait_WEB_WEAVER ) {
494 g->m.add_field( pos(), fd_web, 1 );
495 add_msg_if_player( _( "You start spinning web with your spinnerets!" ) );
496 } else if( mut == trait_BURROW ) {
497 tdata.powered = false;
498 item burrowing_item( itype_id( "fake_burrowing" ) );
499 invoke_item( &burrowing_item );
500 return; // handled when the activity finishes
501 } else if( mut == trait_SLIMESPAWNER ) {
502 monster *const slime = g->place_critter_around( mtype_id( "mon_player_blob" ), pos(), 1 );
503 if( !slime ) {
504 // Oops, no room to divide!
505 add_msg_if_player( m_bad, _( "You focus, but are too hemmed in to birth a new slimespring!" ) );
506 tdata.powered = false;
507 return;
508 }
510 _( "You focus, and with a pleasant splitting feeling, birth a new slimespring!" ) );
511 slime->friendly = -1;
512 if( one_in( 3 ) ) {
514 //~ Usual enthusiastic slimespring small voices! :D
515 _( "wow! you look just like me! we should look out for each other!" ) );
516 } else if( one_in( 2 ) ) {
517 //~ Usual enthusiastic slimespring small voices! :D
518 add_msg_if_player( m_good, _( "come on, big me, let's go!" ) );
519 } else {
520 //~ Usual enthusiastic slimespring small voices! :D
521 add_msg_if_player( m_good, _( "we're a team, we've got this!" ) );
522 }
523 tdata.powered = false;
524 return;
525 } else if( mut == trait_NAUSEA || mut == trait_VOMITOUS ) {
526 vomit();
527 tdata.powered = false;
528 return;
529 } else if( mut == trait_M_FERTILE ) {
530 spores();
531 tdata.powered = false;
532 return;
533 } else if( mut == trait_M_BLOOM ) {
534 blossoms();
535 tdata.powered = false;
536 return;
537 } else if( mut == trait_M_PROVENANCE ) {
538 spores(); // double trouble!
539 blossoms();
540 tdata.powered = false;
541 return;
542 } else if( mut == trait_SELFAWARE ) {
543 print_health();
544 tdata.powered = false;
545 return;
546 } else if( mut == trait_TREE_COMMUNION ) {
547 tdata.powered = false;
548 if( !overmap_buffer.ter( global_omt_location() ).obj().is_wooded() ) {
549 add_msg_if_player( m_info, _( "You can only do that in a wooded area." ) );
550 return;
551 }
552 // Check for adjacent trees.
553 bool adjacent_tree = false;
554 for( const tripoint &p2 : g->m.points_in_radius( pos(), 1 ) ) {
555 if( g->m.has_flag( "TREE", p2 ) ) {
556 adjacent_tree = true;
557 }
558 }
559 if( !adjacent_tree ) {
560 add_msg_if_player( m_info, _( "You can only do that next to a tree." ) );
561 return;
562 }
563
565 add_msg_if_player( _( "You reach out to the trees with your roots." ) );
566 } else {
568 _( "You lay next to the trees letting your hair roots tangle with the trees." ) );
569 }
570
572
574 const time_duration startup_time = has_trait( trait_ROOTS3 ) ? rng( 15_minutes,
575 30_minutes ) : rng( 60_minutes, 90_minutes );
576 activity.values.push_back( to_turns<int>( startup_time ) );
577 return;
578 } else {
579 const time_duration startup_time = rng( 120_minutes, 180_minutes );
580 activity.values.push_back( to_turns<int>( startup_time ) );
581 return;
582 }
583 } else if( mut == trait_DEBUG_BIONIC_POWER ) {
584 mod_max_power_level( 100_kJ );
585 add_msg_if_player( m_good, _( "Bionic power storage increased by 100." ) );
586 tdata.powered = false;
587 return;
588 } else if( mut == trait_DEBUG_BIONIC_POWERGEN ) {
589 int npower;
590 if( query_int( npower, "Modify bionic power by how much? (Values are in joules)" ) ) {
592 add_msg_if_player( m_good, "Bionic power increased by %dJ.", npower );
593 tdata.powered = false;
594 }
595 return;
596 } else if( !mdata.spawn_item.is_empty() ) {
597 item tmpitem( mdata.spawn_item );
598 i_add_or_drop( tmpitem );
600 tdata.powered = false;
601 return;
602 } else if( !mdata.ranged_mutation.is_empty() ) {
605 tdata.powered = false;
606 return;
607 }
608}
player_activity activity
Definition: character.h:1580
void mod_max_power_level(const units::energy &npower_max)
Definition: character.cpp:1997
void vomit()
Handles Character vomiting effects.
Definition: character.cpp:7787
void print_health() const
Definition: character.cpp:4190
void blossoms()
Definition: character.cpp:8783
void switch_mutations(const trait_id &switched, const trait_id &target, bool start_powered)
Unset switched mutation and set target mutation instead.
Definition: mutation.cpp:184
void spores()
Definition: character.cpp:8769
bool i_add_or_drop(item &it, int qty=1)
Sets invlet and adds to inventory if possible, drops otherwise, returns true if either succeeded.
Definition: character.cpp:2457
std::unordered_map< trait_id, trait_data > my_mutations
Traits / mutations of the character.
Definition: character.h:2147
void mutation_spend_resources(const trait_id &mut)
Removes the appropriate costs (NOTE: will reapply mods & recalc sightlines in case of newly activated...
Definition: mutation.cpp:1723
void assign_activity(const activity_id &type, int moves=calendar::INDEFINITELY_LONG, int index=-1, int pos=INT_MIN, const std::string &name="")
Legacy activity assignment, does not work for any activites using the new activity_actor class and ma...
Definition: character.cpp:9182
This class is essentially a copyable unique pointer.
Definition: value_ptr.h:19
int friendly
Definition: monster.h:471
std::vector< int > values
A duration defined as a number of specific time units.
Definition: calendar.h:180
field_type_id fd_web
Definition: field_type.cpp:340
static const activity_id ACT_TREE_COMMUNION("ACT_TREE_COMMUNION")
static const trait_id trait_M_FERTILE("M_FERTILE")
static const trait_id trait_BURROW("BURROW")
static const trait_id trait_SLIMESPAWNER("SLIMESPAWNER")
static const trait_id trait_ROOTS2("ROOTS2")
static const trait_id trait_WEB_WEAVER("WEB_WEAVER")
bool can_use_mutation_warn(const trait_id &mut, const Character &character)
Calls can_use_mutation and if it fails, print a standard message.
Definition: mutation.cpp:1712
static const trait_id trait_M_BLOOM("M_BLOOM")
static const trait_id trait_VOMITOUS("VOMITOUS")
static const trait_id trait_SELFAWARE("SELFAWARE")
static const trait_id trait_DEBUG_BIONIC_POWERGEN("DEBUG_BIONIC_POWERGEN")
static const trait_id trait_NAUSEA("NAUSEA")
static const trait_id trait_M_PROVENANCE("M_PROVENANCE")
static const trait_id trait_TREE_COMMUNION("TREE_COMMUNION")
static const trait_id trait_DEBUG_BIONIC_POWER("DEBUG_BIONIC_POWER")
static const trait_id trait_ROOTS3("ROOTS3")
void fire_ranged_mutation(avatar &you, const item &fake_gun)
Stores fake gun specified by the mutation and starts interactive aiming.
constexpr quantity< value_type, energy_in_joule_tag > from_joule(const value_type v)
Definition: units_energy.h:25
bool query_int(int &result, int default_val, const std::string &text)
Definition: output.cpp:718
std::string ranged_mutation_message() const
std::string spawn_item_message() const
cata::value_ptr< mut_transform > transform
Definition: mutation.h:170
itype_id spawn_item
The item, if any, spawned by the mutation.
Definition: mutation.h:222
itype_id ranged_mutation
The fake gun, if any, spawned and fired by the ranged mutation.
Definition: mutation.h:260

References _, ACT_TREE_COMMUNION, activity, Creature::add_msg_if_player(), assign_activity(), blossoms(), can_use_mutation_warn(), mutation_branch::enchantments, fd_web, avatar_action::fire_ranged_mutation(), monster::friendly, units::from_joule(), g, global_omt_location(), has_trait(), i_add_or_drop(), invoke_item(), string_id< T >::is_empty(), itype_id, m_bad, m_good, m_info, mod_max_power_level(), Creature::mod_moves(), mod_power_level(), mtype_id, mutation_spend_resources(), my_mutations, string_id< T >::obj(), one_in(), overmap_buffer, pos(), Character::trait_data::powered, print_health(), query_int(), mutation_branch::ranged_mutation, mutation_branch::ranged_mutation_message(), recalculate_enchantment_cache(), rng(), mutation_branch::spawn_item, mutation_branch::spawn_item_message(), spores(), switch_mutations(), overmapbuffer::ter(), trait_BURROW, trait_DEBUG_BIONIC_POWER, trait_DEBUG_BIONIC_POWERGEN, trait_M_BLOOM, trait_M_FERTILE, trait_M_PROVENANCE, trait_NAUSEA, trait_ROOTS2, trait_ROOTS3, trait_SELFAWARE, trait_SLIMESPAWNER, trait_TREE_COMMUNION, trait_VOMITOUS, trait_WEB_WEAVER, mutation_branch::transform, player_activity::values, and vomit().

Referenced by player::power_mutations(), and player::power_mutations_ui().

◆ active_light()

float Character::active_light ( ) const

Returns character luminosity based on the brightest active item they are carrying.

Definition at line 6371 of file character.cpp.

6372{
6373 float lumination = 0;
6374
6375 int maxlum = 0;
6376 has_item_with( [&maxlum]( const item & it ) {
6377 const int lumit = it.getlight_emit();
6378 if( maxlum < lumit ) {
6379 maxlum = lumit;
6380 }
6381 return false; // continue search, otherwise has_item_with would cancel the search
6382 } );
6383
6384 lumination = static_cast<float>( maxlum );
6385
6386 float mut_lum = 0.0f;
6387 for( const std::pair<const trait_id, trait_data> &mut : my_mutations ) {
6388 if( mut.second.powered ) {
6389 float curr_lum = 0.0f;
6390 for( const auto elem : mut.first->lumination ) {
6391 int coverage = 0;
6392 for( const item &i : worn ) {
6393 if( i.covers( elem.first ) && !i.has_flag( flag_ALLOWS_NATURAL_ATTACKS ) &&
6394 !i.has_flag( flag_SEMITANGIBLE ) &&
6395 !i.has_flag( flag_PERSONAL ) && !i.has_flag( flag_AURA ) ) {
6396 coverage += i.get_coverage();
6397 }
6398 }
6399 curr_lum += elem.second * ( 1 - ( coverage / 100.0f ) );
6400 }
6401 mut_lum += curr_lum;
6402 }
6403 }
6404
6405 lumination = std::max( lumination, mut_lum );
6406
6407 if( lumination < 60 && has_active_bionic( bio_flashlight ) ) {
6408 lumination = 60;
6409 } else if( lumination < 25 && has_artifact_with( AEP_GLOW ) ) {
6410 lumination = 25;
6411 } else if( lumination < 5 && ( has_effect( effect_glowing ) ||
6413 has_effect( effect_glowy_led ) ) ) ) {
6414 lumination = 5;
6415 }
6416 return lumination;
6417}
static const efftype_id effect_glowy_led("glowy_led")
static const bionic_id bio_flashlight("bio_flashlight")
static const std::string flag_SEMITANGIBLE("SEMITANGIBLE")
static const std::string flag_ALLOWS_NATURAL_ATTACKS("ALLOWS_NATURAL_ATTACKS")
static const efftype_id effect_glowing("glowing")
static const std::string flag_AURA("AURA")
static const bionic_id bio_tattoo_led("bio_tattoo_led")
static const std::string flag_PERSONAL("PERSONAL")
virtual bool has_artifact_with(art_effect_passive effect) const
Definition: character.cpp:3211
int getlight_emit() const
How much light (see lightmap.cpp) the item emits (it's assumed to be circular).
Definition: item.cpp:8212
bool has_item_with(const std::function< bool(const item &)> &filter) const
Returns true if any item (including those within a container) matches the filter.
Definition: visitable.cpp:104
@ AEP_GLOW
Definition: enums.h:115

References AEP_GLOW, bio_flashlight, bio_tattoo_led, effect_glowing, effect_glowy_led, flag_ALLOWS_NATURAL_ATTACKS(), flag_AURA(), flag_PERSONAL(), flag_SEMITANGIBLE(), item::getlight_emit(), has_active_bionic(), has_artifact_with(), Creature::has_effect(), visitable< Character >::has_item_with(), my_mutations, and worn.

Referenced by map::apply_character_light(), and player::fine_detail_vision_mod().

◆ add_addiction()

void Character::add_addiction ( add_type  type,
int  strength 
)

Adds an addiction to the player.

Definition at line 1890 of file suffer.cpp.

1891{
1892 if( type == add_type::NONE ) {
1893 return;
1894 }
1895 time_duration timer = 2_hours;
1896 if( has_trait( trait_ADDICTIVE ) ) {
1897 strength *= 2;
1898 timer = 1_hours;
1899 } else if( has_trait( trait_NONADDICTIVE ) ) {
1900 strength /= 2;
1901 timer = 6_hours;
1902 }
1903 //Update existing addiction
1904 for( auto &i : addictions ) {
1905 if( i.type != type ) {
1906 continue;
1907 }
1908
1909 if( i.sated < 0_turns ) {
1910 i.sated = timer;
1911 } else if( i.sated < 10_minutes ) {
1912 // TODO: Make this variable?
1913 i.sated += timer;
1914 } else {
1915 i.sated += timer / 2;
1916 }
1917 if( i.intensity < MAX_ADDICTION_LEVEL && strength > i.intensity * rng( 2, 5 ) ) {
1918 i.intensity++;
1919 }
1920
1921 add_msg( m_debug, "Updating addiction: %d intensity, %d sated",
1922 i.intensity, to_turns<int>( i.sated ) );
1923
1924 return;
1925 }
1926
1927 // Add a new addiction
1928 const int roll = rng( 0, 100 );
1929 add_msg( m_debug, "Addiction: roll %d vs strength %d", roll, strength );
1930 if( roll < strength ) {
1931 const std::string &type_name = addiction_type_name( type );
1932 add_msg( m_debug, "%s got addicted to %s", disp_name(), type_name );
1933 addictions.emplace_back( type, 1 );
1934 g->events().send<event_type::gains_addiction>( getID(), type );
1935 }
1936}
std::string addiction_type_name(add_type const cur)
Returns the name of an addiction.
Definition: addiction.cpp:253
constexpr int MAX_ADDICTION_LEVEL
Definition: addiction.h:14
std::string disp_name(bool possessive=false, bool capitalize_first=false) const override
Returns either "you" or the player's name.
Definition: character.cpp:541
std::vector< addiction > addictions
Definition: character.h:1610
character_id getID() const
Definition: character.cpp:472
@ m_debug
Definition: enums.h:264
@ type
Definition: enums.h:75
static const trait_id trait_NONADDICTIVE("NONADDICTIVE")
static const trait_id trait_ADDICTIVE("ADDICTIVE")

References add_msg(), addiction_type_name(), addictions, disp_name(), g, gains_addiction, getID(), has_trait(), m_debug, MAX_ADDICTION_LEVEL, NONE, rng(), trait_ADDICTIVE, trait_NONADDICTIVE, and type.

Referenced by iexamine::flower_poppy(), marloss_common(), and modify_addiction().

◆ add_bionic()

void Character::add_bionic ( const bionic_id b)

Adds a bionic to my_bionics[].

Definition at line 2531 of file bionics.cpp.

2532{
2533 if( has_bionic( b ) ) {
2534 debugmsg( "Tried to install bionic %s that is already installed!", b.c_str() );
2535 return;
2536 }
2537
2538 const units::energy pow_up = b->capacity;
2539 mod_max_power_level( pow_up );
2541 add_msg_if_player( m_good, _( "Increased storage capacity by %i." ),
2542 units::to_kilojoule( pow_up ) );
2543 // Power Storage CBMs are not real bionic units, so return without adding it to my_bionics
2544 return;
2545 }
2546
2547 my_bionics->push_back( bionic( b, get_free_invlet( *this->as_player() ) ) );
2548 if( b == bio_tools || b == bio_ears ) {
2549 activate_bionic( my_bionics->size() - 1 );
2550 }
2551
2552 for( const bionic_id &inc_bid : b->included_bionics ) {
2553 add_bionic( inc_bid );
2554 }
2555
2556 for( const std::pair<const spell_id, int> &spell_pair : b->learned_spells ) {
2557 const spell_id learned_spell = spell_pair.first;
2558 if( learned_spell->spell_class != trait_id( "NONE" ) ) {
2559 const trait_id spell_class = learned_spell->spell_class;
2560 // spells you learn from a bionic overwrite the opposite spell class.
2561 // for best UX, include those spell classes in "canceled_mutations"
2562 if( !has_trait( spell_class ) ) {
2563 set_mutation( spell_class );
2564 on_mutation_gain( spell_class );
2565 add_msg_if_player( spell_class->desc() );
2566 }
2567 }
2568 if( !magic->knows_spell( learned_spell ) ) {
2569 magic->learn_spell( learned_spell, *this, true );
2570 }
2571 spell &known_spell = magic->get_spell( learned_spell );
2572 // spells you learn from installing a bionic upgrade spells you know if they are the same
2573 if( known_spell.get_level() < spell_pair.second ) {
2574 known_spell.set_level( spell_pair.second );
2575 }
2576 }
2577
2580 if( !b->enchantments.empty() ) {
2582 }
2583}
static const bionic_id bio_power_storage("bio_power_storage")
static const bionic_id bio_power_storage_mkII("bio_power_storage_mkII")
char get_free_invlet(player &p)
Definition: bionics_ui.cpp:176
void on_mutation_gain(const trait_id &mid)
Called when a mutation is gained.
Definition: character.cpp:9883
bool has_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id.
Definition: character.cpp:1875
bool activate_bionic(int b, bool eff_only=false)
Handles bionic activation effects of the entered bionic, returns if anything activated.
Definition: bionics.cpp:531
void add_bionic(const bionic_id &b)
Adds a bionic to my_bionics[].
Definition: bionics.cpp:2531
void recalc_sight_limits()
Modifies the player's sight values Must be called when any of the following change: This must be call...
Definition: character.cpp:1701
void set_mutation(const trait_id &)
Add or removes a mutation on the player, but does not trigger mutation loss/gain effects.
Definition: mutation.cpp:154
pimpl< known_magic > magic
Definition: character.h:1476
virtual player * as_player()
Definition: creature.h:122
trait_id spell_class
Definition: magic.h:236
Definition: magic.h:286
int get_level() const
Definition: magic.cpp:1034
void set_level(int nlevel)
Definition: magic.cpp:612
#define debugmsg(...)
Debug message of level DL::Error and class DC::DebugMsg, also includes the source file name and line,...
Definition: debug.h:74
std::string desc() const

References _, activate_bionic(), add_bionic(), Creature::add_msg_if_player(), Creature::as_player(), b, bio_ears, bio_power_storage, bio_power_storage_mkII, bio_tools, debugmsg, mutation_branch::desc(), get_free_invlet(), spell::get_level(), has_bionic(), has_trait(), m_good, magic, mod_max_power_level(), my_bionics, on_mutation_gain(), recalc_sight_limits(), recalculate_enchantment_cache(), reset_encumbrance(), spell::set_level(), set_mutation(), spell_type::spell_class, and units::to_kilojoule().

Referenced by add_bionic(), bionics_install_failure(), avatar::create(), deactivate_bionic(), player::load(), perform_install(), and npc::randomize().

◆ add_known_trap()

void Character::add_known_trap ( const tripoint pos,
const trap t 
)

Definition at line 10240 of file character.cpp.

10241{
10242 const tripoint p = get_map().getabs( pos );
10243 if( t.is_null() ) {
10244 known_traps.erase( p );
10245 } else {
10246 // TODO: known_traps should map to a trap_str_id
10247 known_traps[p] = t.id.str();
10248 }
10249}
trap_map known_traps
Definition: character.h:2133
tripoint getabs(const tripoint &p) const
Translates local (to this map) coordinates of a square to global absolute coordinates.
Definition: map.cpp:8074
const std::string & str() const
Returns the identifier as plain std::string.
Definition: string_id.h:255
bool is_null() const
Whether this is the null-traps, aka no trap at all.
Definition: trap.cpp:245
trap_str_id id
Definition: trap.h:87

References get_map(), map::getabs(), trap::id, trap::is_null(), known_traps, pos(), and string_id< T >::str().

Referenced by vehicle::handle_trap(), place_and_add_as_known(), and player::search_surroundings().

◆ add_miss_reason()

void Character::add_miss_reason ( const std::string &  reason,
unsigned int  weight 
)

Adds a reason for why the player would miss a melee attack.

To possibly be messaged to the player when he misses a melee attack.

Parameters
reasonA message for the player that gives a reason for him missing.
weightThe weight used when choosing what reason to pick when the player misses.

Definition at line 318 of file melee.cpp.

319{
320 melee_miss_reasons.add( reason, weight );
321
322}
struct weighted_int_list< std::string > melee_miss_reasons
Definition: character.h:2255

References melee_miss_reasons.

Referenced by temperature_effect::apply(), eff_fun_hallu(), get_miss_reason(), player::hardcoded_effects(), player::process_one_effect(), player::reset_stats(), and suffer_in_sunlight().

◆ add_morale()

void Character::add_morale ( const morale_type type,
int  bonus,
int  max_bonus = 0,
const time_duration duration = 1_hours,
const time_duration decay_start = 30_minutes,
bool  capped = false,
const itype item_type = nullptr 
)

Definition at line 9084 of file character.cpp.

9087{
9088 if( item_type != nullptr ) {
9089 morale->add( type, bonus, max_bonus, duration, decay_start, capped, *item_type );
9090 } else {
9091 morale->add( type, bonus, max_bonus, duration, decay_start, capped );
9092 }
9093}
pimpl< player_morale > morale
Definition: character.h:2192

References morale, and type.

Referenced by addict_effect(), apply_persistent_morale(), apply_wetness_morale(), iuse::artifact(), iuse::bell(), iuse::blech(), debug_menu::character_edit_menu(), iuse::datura(), monster::die(), avatar::do_read(), iuse::einktabletpc(), npc::finish_read(), player::fire_gun(), activity_handlers::generic_game_do_turn(), activity_handlers::haircut_finish(), marloss_add(), marloss_common(), activity_handlers::meditate_finish(), modify_morale(), spell_effect::morale(), iuse::mycus(), iuse::plantblech(), iuse::play_music(), activity_handlers::play_with_pet_finish(), iuse::portable_game(), game::process_artifact(), process_bionic(), firestarter_actor::resolve_firestarter_use(), set_up_butchery_activity(), activity_handlers::shaving_finish(), game::start_game(), suffer_from_chemimbalance(), suffer_from_other_mutations(), suffer_from_schizophrenia(), suffer_while_awake(), activity_handlers::tree_communion_do_turn(), update_bodytemp(), enzlave_actor::use(), musical_instrument_actor::use(), mutagen_actor::use(), mutagen_iv_actor::use(), activity_handlers::vibe_do_turn(), activity_handlers::vibe_finish(), and avatar::vomit().

◆ add_traits() [1/2]

void Character::add_traits ( )

Adds mandatory scenario and profession traits unless you already have them And if you do already have them, refunds the points for the trait.

Definition at line 2835 of file newcharacter.cpp.

2836{
2837 points_left points = points_left();
2838 add_traits( points );
2839}
void add_traits()
Adds mandatory scenario and profession traits unless you already have them And if you do already have...

References add_traits().

Referenced by add_traits(), avatar::randomize(), reset_scenario(), and set_profession().

◆ add_traits() [2/2]

void Character::add_traits ( points_left points)

Definition at line 2841 of file newcharacter.cpp.

2842{
2843 // TODO: get rid of using g->u here, use `this` instead
2844 for( const trait_id &tr : g->u.prof->get_locked_traits() ) {
2845 if( !has_trait( tr ) ) {
2846 toggle_trait( tr );
2847 } else {
2848 points.trait_points += tr->points;
2849 }
2850 }
2851 for( const trait_id &tr : g->scen->get_locked_traits() ) {
2852 if( !has_trait( tr ) ) {
2853 toggle_trait( tr );
2854 }
2855 }
2856}
void toggle_trait(const trait_id &)
Toggles a trait on the player and in their mutation list.
Definition: mutation.cpp:127
int trait_points
Definition: avatar.h:256

References g, has_trait(), toggle_trait(), and points_left::trait_points.

◆ addiction_level()

int Character::addiction_level ( add_type  type) const

Returns the intensity of the specified addiction.

Definition at line 1959 of file suffer.cpp.

1960{
1961 auto iter = std::find_if( addictions.begin(), addictions.end(),
1962 [type]( const addiction & ad ) {
1963 return ad.type == type;
1964 } );
1965 return iter != addictions.end() ? iter->intensity : 0;
1966}

References addictions, and type.

Referenced by iuse::ecig(), mend(), player::process_one_effect(), and iuse::smoking().

◆ adjacent_tile()

tripoint Character::adjacent_tile ( ) const

Returns an unoccupied, safe adjacent point.

If none exists, returns player position.

Definition at line 7835 of file character.cpp.

7836{
7837 std::vector<tripoint> ret;
7838 int dangerous_fields = 0;
7839 map &here = get_map();
7840 for( const tripoint &p : here.points_in_radius( pos(), 1 ) ) {
7841 if( p == pos() ) {
7842 // Don't consider player position
7843 continue;
7844 }
7845 const trap &curtrap = here.tr_at( p );
7846 if( g->critter_at( p ) == nullptr && here.passable( p ) &&
7847 ( curtrap.is_null() || curtrap.is_benign() ) ) {
7848 // Only consider tile if unoccupied, passable and has no traps
7849 dangerous_fields = 0;
7850 auto &tmpfld = here.field_at( p );
7851 for( auto &fld : tmpfld ) {
7852 const field_entry &cur = fld.second;
7853 if( cur.is_dangerous() ) {
7854 dangerous_fields++;
7855 }
7856 }
7857
7858 if( dangerous_fields == 0 ) {
7859 ret.push_back( p );
7860 }
7861 }
7862 }
7863
7864 return random_entry( ret, pos() ); // player position if no valid adjacent tiles
7865}
An active or passive effect existing on a tile.
Definition: field.h:20
bool is_dangerous() const
Definition: field.h:78
const trap & tr_at(const tripoint &p) const
Definition: map.cpp:5115
const field & field_at(const tripoint &p) const
Get the fields that are here.
Definition: map.cpp:5277
bool passable(const tripoint &p) const
Definition: map.cpp:1795
V random_entry(const C &container, D default_value)
Returns a random entry in the container.
Definition: rng.h:88
Definition: trap.h:86
bool is_benign() const
If true, this is not really a trap and there won't be any safety queries before stepping onto it (e....
Definition: trap.h:159

References map::field_at(), g, get_map(), trap::is_benign(), field_entry::is_dangerous(), trap::is_null(), map::passable(), map::points_in_radius(), pos(), random_entry(), cata::hash64_detail::ret, and map::tr_at().

Referenced by player::uncanny_dodge(), and vomit().

◆ adjust_for_focus()

int Character::adjust_for_focus ( int  amount) const

Definition at line 9921 of file character.cpp.

9922{
9923 int effective_focus = focus_pool;
9924 if( has_trait( trait_FASTLEARNER ) ) {
9925 effective_focus += 15;
9926 }
9927 if( has_active_bionic( bio_memory ) ) {
9928 effective_focus += 10;
9929 }
9930 if( has_trait( trait_SLOWLEARNER ) ) {
9931 effective_focus -= 15;
9932 }
9933 effective_focus += ( get_int() - get_option<int>( "INT_BASED_LEARNING_BASE_VALUE" ) ) *
9934 get_option<int>( "INT_BASED_LEARNING_FOCUS_ADJUSTMENT" );
9935 double tmp = amount * ( effective_focus / 100.0 );
9936 return roll_remainder( tmp );
9937}
static const trait_id trait_FASTLEARNER("FASTLEARNER")
static const bionic_id bio_memory("bio_memory")
static const trait_id trait_SLOWLEARNER("SLOWLEARNER")
int focus_pool
Definition: character.h:1599
virtual int get_int() const
Definition: character.cpp:4071

References bio_memory, focus_pool, get_int(), has_active_bionic(), has_trait(), roll_remainder(), trait_FASTLEARNER, and trait_SLOWLEARNER.

Referenced by spell::casting_exp(), avatar::do_read(), and player::practice().

◆ age()

int Character::age ( ) const

Definition at line 6894 of file character.cpp.

6895{
6896 int years_since_cataclysm = to_turns<int>( calendar::turn - calendar::turn_zero ) /
6897 to_turns<int>( calendar::year_length() );
6898 return init_age + years_since_cataclysm;
6899}
int init_age
age in years at character creation
Definition: character.h:2127
time_duration year_length()
Definition: calendar.cpp:461
const time_point turn_zero
Represents time point 0.
Definition: calendar.cpp:26

References init_age, calendar::turn, calendar::turn_zero, and calendar::year_length().

Referenced by age_string(), player_morale::morale_point::deserialize(), submap::load(), player_morale::morale_point::serialize(), and set_base_age().

◆ age_string()

std::string Character::age_string ( ) const

Definition at line 6901 of file character.cpp.

6902{
6903 //~ how old the character is in years. try to limit number of characters to fit on the screen
6904 std::string unformatted = _( "%d years" );
6905 return string_format( unformatted, age() );
6906}
int age() const
Definition: character.cpp:6894

References _, age(), and string_format().

Referenced by draw_stats_info(), and draw_stats_tab().

◆ aim_cap_from_volume()

double Character::aim_cap_from_volume ( const item gun) const

Definition at line 639 of file character.cpp.

640{
641 skill_id gun_skill = gun.gun_skill();
642 double aim_cap = std::min( 49.0, 49.0 - static_cast<float>( gun.volume() / 75_ml ) );
643 // TODO: also scale with skill level.
644 if( gun_skill == skill_smg ) {
645 aim_cap = std::max( 12.0, aim_cap );
646 } else if( gun_skill == skill_shotgun ) {
647 aim_cap = std::max( 12.0, aim_cap );
648 } else if( gun_skill == skill_pistol ) {
649 aim_cap = std::max( 15.0, aim_cap * 1.25 );
650 } else if( gun_skill == skill_rifle ) {
651 aim_cap = std::max( 7.0, aim_cap - 5.0 );
652 } else if( gun_skill == skill_archery ) {
653 aim_cap = std::max( 13.0, aim_cap );
654 } else { // Launchers, etc.
655 aim_cap = std::max( 10.0, aim_cap );
656 }
657 return aim_cap;
658}
static const skill_id skill_shotgun("shotgun")
static const skill_id skill_archery("archery")
static const skill_id skill_smg("smg")
static const skill_id skill_rifle("rifle")
static const skill_id skill_pistol("pistol")
skill_id gun_skill() const
The skill used to operate the gun.
Definition: item.cpp:7015
units::volume volume(bool integral=false) const
Total volume of an item accounting for all contained/integrated items NOTE: Result is rounded up to n...
Definition: item.cpp:4980

References item::gun_skill(), skill_archery, skill_pistol, skill_rifle, skill_shotgun, skill_smg, and item::volume().

Referenced by aim_per_move().

◆ aim_per_move()

double Character::aim_per_move ( const item gun,
double  recoil 
) const
Dexterity increases aiming speed

Definition at line 660 of file character.cpp.

661{
662 if( !gun.is_gun() ) {
663 return 0.0;
664 }
665
666 std::pair<int, int> best_sight = get_fastest_sight( gun, recoil );
667 int sight_speed_modifier = best_sight.first;
668 int limit = best_sight.second;
669 if( sight_speed_modifier == INT_MIN ) {
670 // No suitable sights (already at maximum aim).
671 return 0;
672 }
673
674 // Overall strategy for determining aim speed is to sum the factors that contribute to it,
675 // then scale that speed by current recoil level.
676 // Player capabilities make aiming faster, and aim speed slows down as it approaches 0.
677 // Base speed is non-zero to prevent extreme rate changes as aim speed approaches 0.
678 double aim_speed = 10.0;
679
680 skill_id gun_skill = gun.gun_skill();
681 // Ranges [0 - 10]
682 aim_speed += aim_speed_skill_modifier( gun_skill );
683
684 // Range [0 - 12]
685 /** @EFFECT_DEX increases aiming speed */
686 aim_speed += aim_speed_dex_modifier();
687
688 // Range [0 - 10]
689 aim_speed += sight_speed_modifier;
690
691 // Each 5 points (combined) of hand encumbrance decreases aim speed by one unit.
692 aim_speed -= aim_speed_encumbrance_modifier();
693
694 aim_speed = std::min( aim_speed, aim_cap_from_volume( gun ) );
695
696 // Just a raw scaling factor.
697 aim_speed *= 6.5;
698
699 // Scale rate logistically as recoil goes from MAX_RECOIL to 0.
700 aim_speed *= 1.0 - logarithmic_range( 0, MAX_RECOIL, recoil );
701
702 // Minimum improvement is 5MoA. This mostly puts a cap on how long aiming for sniping takes.
703 aim_speed = std::max( aim_speed, 5.0 );
704
705 // Never improve by more than the currently used sights permit.
706 return std::min( aim_speed, recoil - limit );
707}
double logarithmic_range(int min, int max, int pos)
Normalized logistic function.
double recoil
Definition: character.h:618
std::pair< int, int > get_fastest_sight(const item &gun, double recoil) const
Definition: character.cpp:572
double aim_speed_skill_modifier(const skill_id &gun_skill) const
Definition: character.cpp:613
double aim_speed_encumbrance_modifier() const
Definition: character.cpp:634
double aim_cap_from_volume(const item &gun) const
Definition: character.cpp:639
double aim_speed_dex_modifier() const
Definition: character.cpp:629
bool is_gun() const
Can this item be used to perform a ranged attack?
Definition: item.cpp:6356
constexpr double MAX_RECOIL

References aim_cap_from_volume(), aim_speed_dex_modifier(), aim_speed_encumbrance_modifier(), aim_speed_skill_modifier(), get_fastest_sight(), item::gun_skill(), item::is_gun(), logarithmic_range(), MAX_RECOIL, and recoil.

Referenced by npc::aim(), do_aim(), player::gun_engagement_moves(), npc::method_of_attack(), and target_ui::panel_fire_mode_aim().

◆ aim_speed_dex_modifier()

double Character::aim_speed_dex_modifier ( ) const

Definition at line 629 of file character.cpp.

630{
631 return get_dex() - 8;
632}
virtual int get_dex() const
Definition: character.cpp:4063

References get_dex().

Referenced by aim_per_move().

◆ aim_speed_encumbrance_modifier()

double Character::aim_speed_encumbrance_modifier ( ) const

Definition at line 634 of file character.cpp.

635{
636 return ( encumb( bp_hand_l ) + encumb( bp_hand_r ) ) / 10.0;
637}
int encumb(body_part bp) const
Returns ENC provided by armor, etc.
Definition: character.cpp:3996

References bp_hand_l, bp_hand_r, and encumb().

Referenced by aim_per_move(), and get_encumbrance_description().

◆ aim_speed_skill_modifier()

double Character::aim_speed_skill_modifier ( const skill_id gun_skill) const
Pistol increases aiming speed for pistols Smg increases aiming speed for SMGs Rifle increases aiming speed for rifles Shotgun increases aiming speed for shotguns Launcher increases aiming speed for launchers

Definition at line 613 of file character.cpp.

614{
615 double skill_mult = 1.0;
616 if( gun_skill == skill_pistol ) {
617 skill_mult = 2.0;
618 } else if( gun_skill == skill_rifle ) {
619 skill_mult = 0.9;
620 }
621 /** @EFFECT_PISTOL increases aiming speed for pistols */
622 /** @EFFECT_SMG increases aiming speed for SMGs */
623 /** @EFFECT_RIFLE increases aiming speed for rifles */
624 /** @EFFECT_SHOTGUN increases aiming speed for shotguns */
625 /** @EFFECT_LAUNCHER increases aiming speed for launchers */
626 return skill_mult * std::min( MAX_SKILL, get_skill_level( gun_skill ) );
627}
int get_skill_level(const skill_id &ident) const
Definition: character.cpp:3337
static constexpr int MAX_SKILL

References get_skill_level(), MAX_SKILL, skill_pistol, and skill_rifle.

Referenced by aim_per_move().

◆ all_items_with_flag()

std::vector< const item * > Character::all_items_with_flag ( const std::string &  flag) const

All items that have the given flag (item::has_flag).

Definition at line 9584 of file character.cpp.

9585{
9586 return items_with( [&flag]( const item & it ) {
9587 return it.has_flag( flag );
9588 } );
9589}

References item::has_flag(), and visitable< Character >::items_with().

Referenced by iexamine::choose_fertilizer(), iexamine::dimensional_portal(), has_fire(), and use_fire().

◆ allergy_type()

morale_type Character::allergy_type ( const item food) const

Returns allergy type or MORALE_NULL if not allergic for this character.

Definition at line 614 of file consumption.cpp.

615{
616 using allergy_tuple = std::tuple<trait_id, std::string, morale_type>;
617 static const std::array<allergy_tuple, 8> allergy_tuples = {{
624 }
625 };
626
627 for( const auto &tp : allergy_tuples ) {
628 if( has_trait( std::get<0>( tp ) ) &&
629 food.has_flag( std::get<1>( tp ) ) ) {
630 return std::get<2>( tp );
631 }
632 }
633
634 return MORALE_NULL;
635}
static const std::string flag_ALLERGEN_MILK("ALLERGEN_MILK")
static const std::string flag_ALLERGEN_VEGGY("ALLERGEN_VEGGY")
static const std::string flag_ALLERGEN_JUNK("ALLERGEN_JUNK")
static const std::string flag_ALLERGEN_FRUIT("ALLERGEN_FRUIT")
static const trait_id trait_ANTIWHEAT("ANTIWHEAT")
static const trait_id trait_ANTIJUNK("ANTIJUNK")
static const trait_id trait_VEGETARIAN("VEGETARIAN")
static const trait_id trait_LACTOSE("LACTOSE")
static const std::string flag_ALLERGEN_WHEAT("ALLERGEN_WHEAT")
static const std::string flag_ALLERGEN_MEAT("ALLERGEN_MEAT")
static const trait_id trait_MEATARIAN("MEATARIAN")
static const trait_id trait_ANTIFRUIT("ANTIFRUIT")
const morale_type MORALE_MEATARIAN("morale_meatarian")
const morale_type MORALE_ANTIJUNK("morale_antijunk")
const morale_type MORALE_ANTIWHEAT("morale_antiwheat")
const morale_type MORALE_ANTIFRUIT("morale_antifruit")
const morale_type MORALE_LACTOSE("morale_lactose")
const morale_type MORALE_VEGETARIAN("morale_vegetarian")
const morale_type MORALE_NULL("morale_null")

References flag_ALLERGEN_FRUIT(), flag_ALLERGEN_JUNK(), flag_ALLERGEN_MEAT(), flag_ALLERGEN_MILK(), flag_ALLERGEN_VEGGY(), flag_ALLERGEN_WHEAT(), item::has_flag(), has_trait(), MORALE_ANTIFRUIT, MORALE_ANTIJUNK, MORALE_ANTIWHEAT, MORALE_LACTOSE, MORALE_MEATARIAN, MORALE_NULL, MORALE_VEGETARIAN, trait_ANTIFRUIT, trait_ANTIJUNK, trait_ANTIWHEAT, trait_LACTOSE, trait_MEATARIAN, and trait_VEGETARIAN.

Referenced by item::color_in_inventory(), modify_morale(), and will_eat().

◆ allocated_invlets()

invlets_bitset Character::allocated_invlets ( ) const

Only use for UI things.

Returns all invlets that are currently used in the player inventory, the weapon slot and the worn items.

Definition at line 2538 of file character.cpp.

2539{
2541
2542 invlets.set( weapon.invlet );
2543 for( const auto &w : worn ) {
2544 invlets.set( w.invlet );
2545 }
2546
2547 invlets[0] = false;
2548
2549 return invlets;
2550}
inventory inv
Definition: character.h:1583
invlets_bitset allocated_invlets() const
Definition: inventory.cpp:1258
std::bitset< std::numeric_limits< char >::max()> invlets_bitset
Definition: inventory.h:36

References inventory::allocated_invlets(), inv, item::invlet, weapon, and worn.

Referenced by inventory::assign_empty_invlet(), game_menus::inv::common(), and i_add().

◆ ammo_count_for()

int Character::ammo_count_for ( const item gun)

Counts ammo and UPS charges (lower of) for a given gun on the character.

Definition at line 6509 of file character.cpp.

6510{
6512 if( !gun.is_gun() ) {
6513 return ret;
6514 }
6515
6516 int required = gun.ammo_required();
6517
6518 if( required > 0 ) {
6519 int total_ammo = 0;
6520 total_ammo += gun.ammo_remaining();
6521
6522 bool has_mag = gun.magazine_integral();
6523
6524 const auto found_ammo = find_ammo( gun, true, -1 );
6525 int loose_ammo = 0;
6526 for( const auto &ammo : found_ammo ) {
6527 if( ammo->is_magazine() ) {
6528 has_mag = true;
6529 total_ammo += ammo->ammo_remaining();
6530 } else if( ammo->is_ammo() ) {
6531 loose_ammo += ammo->charges;
6532 }
6533 }
6534
6535 if( has_mag ) {
6536 total_ammo += loose_ammo;
6537 }
6538
6539 ret = std::min( ret, total_ammo / required );
6540 }
6541
6542 int ups_drain = gun.get_gun_ups_drain();
6543 if( ups_drain > 0 ) {
6544 ret = std::min( ret, charges_of( itype_UPS ) / ups_drain );
6545 }
6546
6547 return ret;
6548}
static const itype_id itype_UPS("UPS")
std::vector< item_location > find_ammo(const item &obj, bool empty=true, int radius=1) const
Searches for ammo or magazines that can be used to reload obj.
Definition: character.cpp:2667
static const int INFINITE_CHARGES
Definition: item.h:2154
int ammo_remaining() const
Quantity of ammunition currently loaded in tool, gun or auxiliary gunmod.
Definition: item.cpp:7215
int ammo_required() const
Quantity of ammunition consumed per usage of tool or with each shot of gun.
Definition: item.cpp:7285
bool magazine_integral() const
Does item have an integral magazine (as opposed to allowing detachable magazines)
Definition: item.cpp:7492
int get_gun_ups_drain() const
Definition: item.cpp:9748
int charges_of(const itype_id &what, int limit=INT_MAX, const std::function< bool(const item &)> &filter=return_true< item >, std::function< void(int)> visitor=nullptr) const
Count maximum available charges from this instance and any contained items.
Definition: visitable.cpp:943

References item::ammo_remaining(), item::ammo_required(), visitable< Character >::charges_of(), find_ammo(), item::get_gun_ups_drain(), item::INFINITE_CHARGES, item::is_gun(), itype_UPS, item::magazine_integral(), and cata::hash64_detail::ret.

Referenced by give_item_to().

◆ amount_of_storage_bionics()

std::pair< int, int > Character::amount_of_storage_bionics ( ) const

Returns amount of Storage CBMs in the corpse.

Definition at line 2627 of file bionics.cpp.

2628{
2630
2631 // exclude amount of power capacity obtained via non-power-storage CBMs
2632 for( const bionic &it : *my_bionics ) {
2633 lvl -= it.info().capacity;
2634 }
2635
2636 std::pair<int, int> results( 0, 0 );
2637 if( lvl <= 0_kJ ) {
2638 return results;
2639 }
2640
2641 const units::energy pow_mkI = bio_power_storage->capacity;
2643
2644 while( lvl >= std::min( pow_mkI, pow_mkII ) ) {
2645 if( one_in( 2 ) ) {
2646 if( lvl >= pow_mkI ) {
2647 results.first++;
2648 lvl -= pow_mkI;
2649 }
2650 } else {
2651 if( lvl >= pow_mkII ) {
2652 results.second++;
2653 lvl -= pow_mkII;
2654 }
2655 }
2656 }
2657 return results;
2658}
units::energy get_max_power_level() const
Definition: character.cpp:1970
units::energy capacity
Power bank size.
Definition: bionics.h:45

References bio_power_storage, bio_power_storage_mkII, bionic_data::capacity, get_max_power_level(), my_bionics, and one_in().

Referenced by place_corpse().

◆ amount_worn()

int Character::amount_worn ( const itype_id id) const

Returns the amount of item ‘type’ that is currently worn.

Definition at line 2239 of file character.cpp.

2240{
2241 int amount = 0;
2242 for( auto &elem : worn ) {
2243 if( elem.typeId() == id ) {
2244 ++amount;
2245 }
2246 }
2247 return amount;
2248}

References worn.

Referenced by can_wear().

◆ apply_damage()

void Character::apply_damage ( Creature source,
bodypart_id  hurt,
int  dam,
bool  bypass_med = false 
)
overridevirtual

Actually hurt the player, hurts a body_part directly, no armor reduction.

Implements Creature.

Definition at line 8400 of file character.cpp.

8402{
8404 // don't do any more damage if we're already dead
8405 // Or if we're debugging and don't want to die
8406 return;
8407 }
8408
8409 if( hurt == bodypart_id( "num_bp" ) ) {
8410 debugmsg( "Wacky body part hurt!" );
8411 hurt = bodypart_id( "torso" );
8412 }
8413
8414 mod_pain( dam / 2 );
8415
8416 const bodypart_id &part_to_damage = hurt->main_part;
8417
8418 const int dam_to_bodypart = std::min( dam, get_part_hp_cur( part_to_damage ) );
8419
8420 mod_part_hp_cur( part_to_damage, - dam_to_bodypart );
8422
8423 if( !weapon.is_null() && !as_player()->can_wield( weapon ).success() &&
8424 can_unwield( weapon ).success() ) {
8425 add_msg_if_player( _( "You are no longer able to wield your %s and drop it!" ),
8426 weapon.display_name() );
8428 i_rem( &weapon );
8429 }
8430 if( has_effect( effect_mending, part_to_damage->token ) ) {
8431 effect &e = get_effect( effect_mending, part_to_damage->token );
8432 float remove_mend = dam / 20.0f;
8433 e.mod_duration( -e.get_max_duration() * remove_mend );
8434 }
8435
8436 if( dam > get_painkiller() ) {
8437 on_hurt( source );
8438 }
8439
8440 if( !bypass_med ) {
8441 // remove healing effects if damaged
8442 int remove_med = roll_remainder( dam / 5.0f );
8443 if( remove_med > 0 && has_effect( effect_bandaged, part_to_damage->token ) ) {
8444 remove_med -= reduce_healing_effect( effect_bandaged, remove_med, part_to_damage );
8445 }
8446 if( remove_med > 0 && has_effect( effect_disinfected, part_to_damage->token ) ) {
8447 reduce_healing_effect( effect_disinfected, remove_med, part_to_damage );
8448 }
8449 }
8450}
void put_into_vehicle_or_drop(Character &c, item_drop_reason, const std::list< item > &items)
static const trait_id trait_DEBUG_NODMG("DEBUG_NODMG")
static const efftype_id effect_bandaged("bandaged")
static const efftype_id effect_disinfected("disinfected")
static const efftype_id effect_mending("mending")
int get_painkiller() const
Returns intensity of painkillers
Definition: character.cpp:9797
item i_rem(int pos)
Remove a specific item from player possession.
Definition: character.cpp:2422
int reduce_healing_effect(const efftype_id &eff_id, int remove_med, const bodypart_id &hurt)
Reduce healing effect intensity, return initial intensity of the effect.
Definition: character.cpp:8608
void on_hurt(Creature *source, bool disturb=true)
Handles effects that happen when the player is damaged and aware of the fact.
Definition: character.cpp:8681
ret_val< bool > can_unwield(const item &it) const
Check player capable of unwielding an item.
Definition: character.cpp:3146
void mod_part_hp_cur(const bodypart_id &id, int mod)
Definition: creature.cpp:1587
virtual void mod_pain(int npain)
Definition: creature.cpp:1344
virtual bool is_dead_state() const =0
int get_part_hp_cur(const bodypart_id &id) const
Definition: creature.cpp:1557
Definition: effect.h:161
void mod_duration(const time_duration &dur, bool alert=false)
Mods the duration, capping at max_duration if it exists.
Definition: effect.cpp:821
time_duration get_max_duration() const
Returns the maximum duration of an effect.
Definition: effect.cpp:801
void send(const cata::event &) const
Definition: event_bus.cpp:58
std::string display_name(unsigned int quantity=1) const
Returns the item name and the charges or contained charges (if the item can have charges at all).
Definition: item.cpp:4695
ret_val< bool > can_wield(const item &it) const
Check player capable of wielding an item.
Definition: player.cpp:2491
@ character_takes_damage
event_bus & get_event_bus()
Definition: game.cpp:12576

References _, Creature::add_msg_if_player(), Creature::as_player(), can_unwield(), player::can_wield(), character_takes_damage, debugmsg, item::display_name(), effect_bandaged, effect_disinfected, effect_mending, Creature::get_effect(), get_event_bus(), effect::get_max_duration(), get_painkiller(), Creature::get_part_hp_cur(), getID(), Creature::has_effect(), has_trait(), i_rem(), Creature::is_dead_state(), item::is_null(), effect::mod_duration(), Creature::mod_pain(), Creature::mod_part_hp_cur(), on_hurt(), put_into_vehicle_or_drop(), reduce_healing_effect(), roll_remainder(), event_bus::send(), trait_DEBUG_NODMG, tumbling, and weapon.

Referenced by activate_bionic(), iuse::blech(), cough(), debug_menu::debug(), do_damage_for_bionic_failure(), eff_fun_bleed(), eff_fun_fungus(), iuse::ehandcuffs(), game::find_or_make_stairs(), heal_actor::finish_using(), iexamine::flower_cactus(), iexamine::flower_poppy(), start_location::handle_heli_crash(), player::hardcoded_effects(), player::knock_back_to(), activity_handlers::operation_do_turn(), player::process_one_effect(), suffer_from_radiation(), suffer_from_sunburn(), suffer_water_damage(), and suffer_while_underwater().

◆ apply_mods()

void Character::apply_mods ( const trait_id mut,
bool  add_remove 
)
protected

Applies stat mods to character.

Definition at line 206 of file mutation.cpp.

207{
208 int sign = add_remove ? 1 : -1;
209 int str_change = get_mod( mut, "STR" );
210 str_max += sign * str_change;
211 per_max += sign * get_mod( mut, "PER" );
212 dex_max += sign * get_mod( mut, "DEX" );
213 int_max += sign * get_mod( mut, "INT" );
214
215 if( str_change != 0 ) {
216 recalc_hp();
217 }
218}
void recalc_hp()
Recalculates HP after a change to max strength.
Definition: character.cpp:1654
int get_mod(const trait_id &mut, const std::string &arg) const
Retrieves a stat mod of a mutation.
Definition: mutation.cpp:195

References dex_max, get_mod(), int_max, per_max, recalc_hp(), and str_max.

Referenced by deactivate_mutation(), mutation_effect(), mutation_loss_effect(), mutation_spend_resources(), and suffer_mutation_power().

◆ apply_persistent_morale()

void Character::apply_persistent_morale ( )

Ensures persistent morale effects are up-to-date.

Definition at line 8999 of file character.cpp.

9000{
9001 // Hoarders get a morale penalty if they're not carrying a full inventory.
9002 if( has_trait( trait_HOARDER ) ) {
9003 int pen = ( volume_capacity() - volume_carried() ) / 125_ml;
9004 if( pen > 70 ) {
9005 pen = 70;
9006 }
9007 if( pen <= 0 ) {
9008 pen = 0;
9009 }
9010 if( has_effect( effect_took_xanax ) ) {
9011 pen = pen / 7;
9012 } else if( has_effect( effect_took_prozac ) ) {
9013 pen = pen / 2;
9014 }
9015 if( pen > 0 ) {
9016 add_morale( MORALE_PERM_HOARDER, -pen, -pen, 1_minutes, 1_minutes, true );
9017 }
9018 }
9019 // Nomads get a morale penalty if they stay near the same overmap tiles too long.
9021 const tripoint_abs_omt ompos = global_omt_location();
9022 float total_time = 0;
9023 // Check how long we've stayed in any overmap tile within 5 of us.
9024 const int max_dist = 5;
9025 for( const tripoint_abs_omt &pos : points_in_radius( ompos, max_dist ) ) {
9026 const float dist = rl_dist( ompos, pos );
9027 if( dist > max_dist ) {
9028 continue;
9029 }
9030 const auto iter = overmap_time.find( pos.xy() );
9031 if( iter == overmap_time.end() ) {
9032 continue;
9033 }
9034 // Count time in own tile fully, tiles one away as 4/5, tiles two away as 3/5, etc.
9035 total_time += to_moves<float>( iter->second ) * ( max_dist - dist ) / max_dist;
9036 }
9037 // Characters with higher tiers of Nomad suffer worse morale penalties, faster.
9038 int max_unhappiness;
9039 float min_time, max_time;
9040 if( has_trait( trait_NOMAD ) ) {
9041 max_unhappiness = 20;
9042 min_time = to_moves<float>( 2_days );
9043 max_time = to_moves<float>( 4_days );
9044 } else if( has_trait( trait_NOMAD2 ) ) {
9045 max_unhappiness = 40;
9046 min_time = to_moves<float>( 1_days );
9047 max_time = to_moves<float>( 2_days );
9048 } else { // traid_NOMAD3
9049 max_unhappiness = 60;
9050 min_time = to_moves<float>( 12_hours );
9051 max_time = to_moves<float>( 1_days );
9052 }
9053 // The penalty starts at 1 at min_time and scales up to max_unhappiness at max_time.
9054 const float t = ( total_time - min_time ) / ( max_time - min_time );
9055 const int pen = std::ceil( lerp_clamped( 0, max_unhappiness, t ) );
9056 if( pen > 0 ) {
9057 add_morale( MORALE_PERM_NOMAD, -pen, -pen, 1_minutes, 1_minutes, true );
9058 }
9059 }
9060
9061 if( has_trait( trait_PROF_FOODP ) ) {
9062 // Loosing your face is distressing
9063 if( !( is_wearing( itype_id( "foodperson_mask" ) ) ||
9064 is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
9065 add_morale( MORALE_PERM_NOFACE, -20, -20, 1_minutes, 1_minutes, true );
9066 } else if( is_wearing( itype_id( "foodperson_mask" ) ) ||
9067 is_wearing( itype_id( "foodperson_mask_on" ) ) ) {
9069 }
9070
9071 if( is_wearing( itype_id( "foodperson_mask_on" ) ) ) {
9072 add_morale( MORALE_PERM_FPMODE_ON, 10, 10, 1_minutes, 1_minutes, true );
9073 } else {
9075 }
9076 }
9077}
constexpr T lerp_clamped(const T &min, const T &max, float t)
Linear interpolation with t clamped to [0, 1].
Definition: cata_utility.h:162
static const efftype_id effect_took_prozac("took_prozac")
static const trait_id trait_PROF_FOODP("PROF_FOODP")
static const trait_id trait_HOARDER("HOARDER")
static const trait_id trait_NOMAD2("NOMAD2")
static const trait_id trait_NOMAD3("NOMAD3")
static const trait_id trait_NOMAD("NOMAD")
static const efftype_id effect_took_xanax("took_xanax")
units::volume volume_capacity() const
Definition: character.cpp:2842
std::unordered_map< point_abs_omt, time_duration > overmap_time
Amount of time the player has spent in each overmap tile.
Definition: character.h:2267
bool is_wearing(const itype_id &it) const
Returns true if the player is wearing the item.
Definition: character.cpp:3231
units::volume volume_carried() const
Definition: character.cpp:2715
void add_morale(const morale_type &type, int bonus, int max_bonus=0, const time_duration &duration=1_hours, const time_duration &decay_start=30_minutes, bool capped=false, const itype *item_type=nullptr)
Definition: character.cpp:9084
void rem_morale(const morale_type &type)
Definition: character.cpp:9105
tripoint_range< Tripoint > points_in_radius(const Tripoint &center, const int radius, const int radiusz=0)
Definition: map_iterator.h:125
const morale_type MORALE_PERM_FPMODE_ON("morale_perm_fpmode_on")
const morale_type MORALE_PERM_HOARDER("morale_perm_hoarder")
const morale_type MORALE_PERM_NOMAD("morale_perm_nomad")
const morale_type MORALE_PERM_NOFACE("morale_perm_noface")
constexpr point xy() const
Definition: point.h:220

References add_morale(), effect_took_prozac, effect_took_xanax, global_omt_location(), Creature::has_effect(), has_trait(), is_wearing(), itype_id, lerp_clamped(), MORALE_PERM_FPMODE_ON, MORALE_PERM_HOARDER, MORALE_PERM_NOFACE, MORALE_PERM_NOMAD, overmap_time, points_in_radius(), pos(), rem_morale(), rl_dist(), trait_HOARDER, trait_NOMAD, trait_NOMAD2, trait_NOMAD3, trait_PROF_FOODP, volume_capacity(), volume_carried(), and tripoint::xy().

Referenced by debug_menu::character_edit_menu(), check_and_recover_morale(), avatar::create(), and update_morale().

◆ apply_skill_boost()

void Character::apply_skill_boost ( )
private

Applies skill-based boosts to stats.

Definition at line 3482 of file character.cpp.

3483{
3484 for( const skill_boost &boost : skill_boost::get_all() ) {
3485 // For migration, reset previously applied bonus.
3486 // Remove after 0.E or so.
3487 const std::string bonus_name = boost.stat() + std::string( "_bonus" );
3488 std::string previous_bonus = get_value( bonus_name );
3489 if( !previous_bonus.empty() ) {
3490 if( boost.stat() == "str" ) {
3491 str_max -= atoi( previous_bonus.c_str() );
3492 } else if( boost.stat() == "dex" ) {
3493 dex_max -= atoi( previous_bonus.c_str() );
3494 } else if( boost.stat() == "int" ) {
3495 int_max -= atoi( previous_bonus.c_str() );
3496 } else if( boost.stat() == "per" ) {
3497 per_max -= atoi( previous_bonus.c_str() );
3498 }
3499 remove_value( bonus_name );
3500 }
3501 // End migration code
3502 int skill_total = 0;
3503 for( const std::string &skill_str : boost.skills() ) {
3504 skill_total += get_skill_level( skill_id( skill_str ) );
3505 }
3506 mod_stat( boost.stat(), boost.calc_bonus( skill_total ) );
3507 if( boost.stat() == "str" ) {
3508 recalc_hp();
3509 }
3510 }
3511}
void mod_stat(const std::string &stat, float modifier) override
Definition: character.cpp:515
void remove_value(const std::string &key)
Definition: creature.cpp:1333
static const std::vector< skill_boost > & get_all()
Definition: skill_boost.cpp:15

References dex_max, skill_boost::get_all(), get_skill_level(), Creature::get_value(), int_max, mod_stat(), per_max, recalc_hp(), Creature::remove_value(), skill_id, and str_max.

Referenced by reset_stats().

◆ apply_wetness_morale()

void Character::apply_wetness_morale ( int  temperature)

Recalculates morale penalty/bonus from wetness based on mutations, equipment and temperature.

Definition at line 1805 of file suffer.cpp.

1806{
1807 // First, a quick check if we have any wetness to calculate morale from
1808 // Faster than checking all worn items for friendliness
1809 if( !std::any_of( body_wetness.begin(), body_wetness.end(),
1810 []( const int w ) {
1811 return w != 0;
1812} ) ) {
1813 return;
1814 }
1815
1816 // Normalize temperature to [-1.0,1.0]
1817 temperature = std::max( 0, std::min( 100, temperature ) );
1818 const double global_temperature_mod = -1.0 + ( 2.0 * temperature / 100.0 );
1819
1820 int total_morale = 0;
1821 const auto wet_friendliness = exclusive_flag_coverage( "WATER_FRIENDLY" );
1822 for( const body_part bp : all_body_parts ) {
1823 // Sum of body wetness can go up to 103
1824 const int part_drench = body_wetness[bp];
1825 if( part_drench == 0 ) {
1826 continue;
1827 }
1828
1829 const auto &part_arr = mut_drench[bp];
1830 const int part_ignored = part_arr[WT_IGNORED];
1831 const int part_neutral = part_arr[WT_NEUTRAL];
1832 const int part_good = part_arr[WT_GOOD];
1833
1834 if( part_ignored >= part_drench ) {
1835 continue;
1836 }
1837
1838 int bp_morale = 0;
1839 const bool is_friendly = wet_friendliness.test( bp );
1840 const int effective_drench = part_drench - part_ignored;
1841 if( is_friendly ) {
1842 // Using entire bonus from mutations and then some "human" bonus
1843 bp_morale = std::min( part_good, effective_drench ) + effective_drench / 2;
1844 } else if( effective_drench < part_good ) {
1845 // Positive or 0
1846 // Won't go higher than part_good / 2
1847 // Wet slime/scale doesn't feel as good when covered by wet rags/fur/kevlar
1848 bp_morale = std::min( effective_drench, part_good - effective_drench );
1849 } else if( effective_drench > part_good + part_neutral ) {
1850 // This one will be negative
1851 bp_morale = part_good + part_neutral - effective_drench;
1852 }
1853
1854 // Clamp to [COLD,HOT] and cast to double
1855 const double part_temperature =
1856 std::min( BODYTEMP_HOT, std::max( BODYTEMP_COLD, temp_cur[bp] ) );
1857 // 0.0 at COLD, 1.0 at HOT
1858 const double part_mod = ( part_temperature - BODYTEMP_COLD ) /
1860 // Average of global and part temperature modifiers, each in range [-1.0, 1.0]
1861 double scaled_temperature = ( global_temperature_mod + part_mod ) / 2;
1862
1863 if( bp_morale < 0 ) {
1864 // Damp, hot clothing on hot skin feels bad
1865 scaled_temperature = std::fabs( scaled_temperature );
1866 }
1867
1868 // For an unmutated human swimming in deep water, this will add up to:
1869 // +51 when hot in 100% water friendly clothing
1870 // -103 when cold/hot in 100% unfriendly clothing
1871 total_morale += static_cast<int>( bp_morale * ( 1.0 + scaled_temperature ) / 2.0 );
1872 }
1873
1874 if( total_morale == 0 ) {
1875 return;
1876 }
1877
1878 int morale_effect = total_morale / 8;
1879 if( morale_effect == 0 ) {
1880 if( total_morale > 0 ) {
1881 morale_effect = 1;
1882 } else {
1883 morale_effect = -1;
1884 }
1885 }
1886 // 61_seconds because decay is applied in 1_minutes increments
1887 add_morale( MORALE_WET, morale_effect, total_morale, 61_seconds, 61_seconds, true );
1888}
constexpr std::array< body_part, 12 > all_body_parts
Contains all valid body_part values in the order they are defined in.
Definition: bodypart.h:82
body_part
Definition: bodypart.h:39
body_part_set exclusive_flag_coverage(const std::string &flag) const
Bitset of all the body parts covered only with items with flag (or nothing)
Definition: character.cpp:4039
std::array< std::array< int, NUM_WATER_TOLERANCE >, num_bp > mut_drench
Definition: character.h:902
const morale_type MORALE_WET("morale_wet")
quantity< V, U > fabs(quantity< V, U > q)
Definition: units_def.h:136
quantity< int, temperature_in_millidegree_celsius_tag > temperature
static constexpr int BODYTEMP_COLD
Do not change this value, it is an arbitrary anchor on which other calculations are made.
Definition: weather.h:34
static constexpr int BODYTEMP_HOT
Level 2 hotness.
Definition: weather.h:38

References add_morale(), all_body_parts, body_wetness, BODYTEMP_COLD, BODYTEMP_HOT, exclusive_flag_coverage(), units::fabs(), MORALE_WET, mut_drench, temp_cur, WT_GOOD, WT_IGNORED, and WT_NEUTRAL.

Referenced by game::do_turn().

◆ armor_absorb()

bool Character::armor_absorb ( damage_unit du,
item armor 
)

Reduces and mutates du, prints messages about armor taking damage.

Returns
true if the armor was completely destroyed (and the item must be deleted).

Definition at line 8287 of file character.cpp.

8288{
8289 if( rng( 1, 100 ) > armor.get_coverage() ) {
8290 return false;
8291 }
8292
8293 // TODO: add some check for power armor
8294 armor.mitigate_damage( du );
8295
8296 // We want armor's own resistance to this type, not the resistance it grants
8297 const int armors_own_resist = armor.damage_resist( du.type, true );
8298 if( armors_own_resist > 1000 ) {
8299 // This is some weird type that doesn't damage armors
8300 return false;
8301 }
8302
8303 // Scale chance of article taking damage based on the number of parts it covers.
8304 // This represents large articles being able to take more punishment
8305 // before becoming ineffective or being destroyed.
8306 const int num_parts_covered = armor.get_covered_body_parts().count();
8307 if( !one_in( num_parts_covered ) ) {
8308 return false;
8309 }
8310
8311 // Don't damage armor as much when bypassed by armor piercing
8312 // Most armor piercing damage comes from bypassing armor, not forcing through
8313 const int raw_dmg = du.amount;
8314 if( raw_dmg > armors_own_resist ) {
8315 // If damage is above armor value, the chance to avoid armor damage is
8316 // 50% + 50% * 1/dmg
8317 if( one_in( raw_dmg ) || one_in( 2 ) ) {
8318 return false;
8319 }
8320 } else {
8321 // Sturdy items and power armors never take chip damage.
8322 // Other armors have 0.5% of getting damaged from hits below their armor value.
8323 if( armor.has_flag( flag_STURDY ) || !one_in( 200 ) ) {
8324 return false;
8325 }
8326 }
8327
8328 const material_type &material = armor.get_random_material();
8329 std::string damage_verb = ( du.type == DT_BASH ) ? material.bash_dmg_verb() :
8330 material.cut_dmg_verb();
8331
8332 const std::string pre_damage_name = armor.tname();
8333 const std::string pre_damage_adj = armor.get_base_material().dmg_adj( armor.damage_level( 4 ) );
8334
8335 // add "further" if the damage adjective and verb are the same
8336 std::string format_string = ( pre_damage_adj == damage_verb ) ?
8337 _( "Your %1$s is %2$s further!" ) : _( "Your %1$s is %2$s!" );
8338 add_msg_if_player( m_bad, format_string, pre_damage_name, damage_verb );
8339 //item is damaged
8340 if( is_player() ) {
8341 SCT.add( point( posx(), posy() ), direction::NORTH, remove_color_tags( pre_damage_name ), m_neutral,
8342 damage_verb,
8343 m_info );
8344 }
8345
8346 return armor.mod_damage( armor.has_flag( "FRAGILE" ) ?
8348}
static const std::string flag_STURDY("STURDY")
virtual bool is_player() const
Definition: creature.h:92
size_t count() const
Definition: bodypart.h:252
const material_type & get_random_material() const
Get a material reference to a random material that this item is made of.
Definition: item.cpp:6974
bool mod_damage(int qty, damage_type dt)
Apply damage to const itemrained by min_damage and max_damage.
Definition: item.cpp:6065
int damage_level(int max) const
Scale item damage to the given number of levels.
Definition: item.cpp:697
int damage_resist(damage_type dt, bool to_self=false) const
Resistance provided by this item against damage type given by an enum.
Definition: item.cpp:6210
const material_type & get_base_material() const
Get the basic (main) material of this item.
Definition: item.cpp:6979
body_part_set get_covered_body_parts() const
Bitset of all covered body parts.
Definition: item.cpp:749
int get_coverage() const
Returns the relative coverage that this item has when worn.
Definition: item.cpp:5739
void mitigate_damage(damage_unit &du) const
Assuming that specified du hit the armor, reduce du based on the item's resistance to the damage type...
Definition: item.cpp:6202
std::string cut_dmg_verb() const
Definition: material.cpp:190
std::string dmg_adj(int damage) const
Definition: material.cpp:195
std::string bash_dmg_verb() const
Definition: material.cpp:185
static constexpr int damage_scale
Definition: itype.h:1008

References _, scrollingcombattext::add(), Creature::add_msg_if_player(), damage_unit::amount, material_type::bash_dmg_verb(), body_part_set::count(), material_type::cut_dmg_verb(), item::damage_level(), item::damage_resist(), itype::damage_scale, material_type::dmg_adj(), DT_BASH, flag_STURDY(), item::get_base_material(), item::get_coverage(), item::get_covered_body_parts(), item::get_random_material(), item::has_flag(), Creature::is_player(), m_bad, m_info, m_neutral, item::mitigate_damage(), item::mod_damage(), NORTH, one_in(), posx(), posy(), remove_color_tags(), rng(), SCT, item::tname(), and damage_unit::type.

Referenced by absorb_hit().

◆ armwear_factor()

double Character::armwear_factor ( ) const

Same as footwear factor, but for arms.

Definition at line 8916 of file character.cpp.

8917{
8918 double ret = 0;
8919 if( wearing_something_on( bodypart_id( "arm_l" ) ) ) {
8920 ret += .5;
8921 }
8922 if( wearing_something_on( bodypart_id( "arm_r" ) ) ) {
8923 ret += .5;
8924 }
8925 return ret;
8926}
bool wearing_something_on(const bodypart_id &bp) const
Returns true if the character is wearing something on the entered body part.
Definition: character.cpp:8852

References cata::hash64_detail::ret, and wearing_something_on().

Referenced by suffer_in_sunlight().

◆ as_character() [1/2]

const Character * Character::as_character ( ) const
inlineoverridevirtual

Reimplemented from Creature.

Definition at line 269 of file character.h.

269 {
270 return this;
271 }

◆ as_character() [2/2]

Character * Character::as_character ( )
inlineoverridevirtual

Reimplemented from Creature.

Definition at line 266 of file character.h.

266 {
267 return this;
268 }

Referenced by doors::close_door(), and emit_radio_signal().

◆ assign_activity() [1/2]

void Character::assign_activity ( const activity_id type,
int  moves = calendar::INDEFINITELY_LONG,
int  index = -1,
int  pos = INT_MIN,
const std::string &  name = "" 
)

Legacy activity assignment, does not work for any activites using the new activity_actor class and may cause issues with resuming.

TODO: delete this once migration of activites to the activity_actor system is complete

Definition at line 9182 of file character.cpp.

9184{
9186}
int moves
Definition: creature.h:569

References assign_activity(), Creature::moves, name, pos(), and type.

Referenced by activate_mutation(), activity_on_turn_move_loot(), assign_activity(), iuse::burrow(), game::butcher(), butcher_corpse_activity(), cast_spell(), iuse::chop_logs(), chop_plank_activity(), iuse::chop_tree(), chop_tree_activity(), iuse::clear_rubble(), complete_construction(), construction_activity(), iuse::craft(), iuse::cut_log_into_planks(), iuse::dig(), iuse::dig_channel(), player::disassemble(), player::disassemble_all(), overmap_ui::display(), talk_function::do_butcher(), talk_function::do_chop_plank(), talk_function::do_chop_trees(), talk_function::do_construction(), talk_function::do_farming(), talk_function::do_fishing(), talk_function::do_mining(), npc::do_pulp(), player_activity::do_turn(), talk_function::do_vehicle_deconstruct(), talk_function::do_vehicle_repair(), drop(), game::exam_vehicle(), iuse::fill_pit(), npc::find_job_to_perform(), talk_function::find_mount(), avatar_action::fire_ranged_bionic(), avatar_action::fire_ranged_mutation(), avatar_action::fire_wielded_weapon(), activity_handlers::fish_finish(), iuse::fishing_rod(), generic_multi_activity_check_requirement(), generic_multi_activity_do(), generic_multi_activity_handler(), talk_function::give_aid(), talk_function::give_all_aid(), player::gunmod_add(), iuse::hacksaw(), iuse::hairkit(), iuse::hammer(), iuse::hand_crank(), install_bionics(), iuse::jackhammer(), loot(), iuse::makemound(), iuse::meditate(), iuse::mind_splicer(), mine_activity(), gates::open_gate(), iuse::oxytorch(), iuse::pickaxe(), game::place_player(), iexamine::plant_seed(), iuse::play_game(), iuse::portable_game(), avatar::read(), game::reload(), activity_handlers::resume_for_multi_activities(), iuse::robotcontrol(), iexamine::rubble(), iexamine::safe(), iuse::shavekit(), iexamine::shrub_wildveggies(), smash(), talk_function::sort_loot(), player::start_craft(), start_destination_activity(), game::start_hauling(), npc::start_read(), player::toolmod_add(), try_start_hacking(), player::try_to_sleep(), uninstall_bionic(), pick_lock_actor::use(), firestarter_actor::use(), enzlave_actor::use(), ammobelt_actor::use(), repair_item_actor::use(), heal_actor::use(), learn_spell_actor::use(), cast_spell_actor::use(), vehicle_activity(), iuse::vibe(), wait(), and wash_items().

◆ assign_activity() [2/2]

void Character::assign_activity ( const player_activity act,
bool  allow_resume = true 
)

Assigns activity to player, possibly resuming old activity if it's similar enough.

Definition at line 9188 of file character.cpp.

9189{
9190 bool resuming = false;
9191 if( allow_resume && !backlog.empty() && backlog.front().can_resume_with( act, *this ) ) {
9192 resuming = true;
9193 add_msg_if_player( _( "You resume your task." ) );
9194 activity = backlog.front();
9195 backlog.pop_front();
9196 } else {
9197 if( activity ) {
9198 backlog.push_front( activity );
9199 }
9200
9201 activity = act;
9202 }
9203
9204 activity.start_or_resume( *this, resuming );
9205
9206 if( is_npc() ) {
9208 npc *guy = dynamic_cast<npc *>( this );
9212 }
9213}
void cancel_stashed_activity()
Definition: character.cpp:962
std::list< player_activity > backlog
Definition: character.h:1581
virtual bool is_npc() const
Definition: creature.h:98
Definition: npc.h:781
void set_attitude(npc_attitude new_attitude)
Definition: npc.cpp:3141
activity_id current_activity_id
Definition: npc.h:1249
void set_mission(npc_mission new_mission)
Definition: npc.cpp:3120
const activity_id & id() const
void start_or_resume(Character &who, bool resuming)
Preform necessary initialization to start or resume the activity.
@ NPCATT_ACTIVITY
Definition: npc.h:98
@ NPC_MISSION_ACTIVITY
Definition: npc.h:190
activity_id act
Definition: sounds.cpp:75

References _, act, activity, Creature::add_msg_if_player(), backlog, cancel_stashed_activity(), npc::current_activity_id, player_activity::id(), Creature::is_npc(), NPC_MISSION_ACTIVITY, NPCATT_ACTIVITY, npc::set_attitude(), npc::set_mission(), and player_activity::start_or_resume().

◆ assign_stashed_activity()

void Character::assign_stashed_activity ( )

Definition at line 984 of file character.cpp.

985{
989}
player_activity stashed_outbounds_backlog
Definition: character.h:1579
player_activity stashed_outbounds_activity
Definition: character.h:1578

References activity, backlog, cancel_stashed_activity(), stashed_outbounds_activity, and stashed_outbounds_backlog.

Referenced by npc::move().

◆ attack_cost()

int Character::attack_cost ( const item weap) const

Returns cost (in moves) of attacking with given item (no modifiers, like stuck)

Melee increases melee attack speed Dexterity increases attack speed

Definition at line 2165 of file melee.cpp.

2166{
2167 const int base_move_cost = weap.attack_cost() / 2;
2168 const int melee_skill = has_active_bionic( bionic_id( bio_cqb ) ) ? BIO_CQB_LEVEL : get_skill_level(
2169 skill_melee );
2170 /** @EFFECT_MELEE increases melee attack speed */
2171 const int skill_cost = static_cast<int>( ( base_move_cost * ( 15 - melee_skill ) / 15 ) );
2172 /** @EFFECT_DEX increases attack speed */
2173 const int dexbonus = dex_cur / 2;
2174 const int encumbrance_penalty = encumb( bp_torso ) +
2175 ( encumb( bp_hand_l ) + encumb( bp_hand_r ) ) / 2;
2176 const int ma_move_cost = mabuff_attack_cost_penalty();
2177 const float stamina_ratio = static_cast<float>( get_stamina() ) / static_cast<float>
2178 ( get_stamina_max() );
2179 // Increase cost multiplier linearly from 1.0 to 2.0 as stamina goes from 25% to 0%.
2180 const float stamina_penalty = 1.0 + std::max( ( 0.25f - stamina_ratio ) * 4.0f, 0.0f );
2181 const float ma_mult = mabuff_attack_cost_mult();
2182
2183 int move_cost = base_move_cost;
2184 // Stamina penalty only affects base/2 and encumbrance parts of the cost
2185 move_cost += encumbrance_penalty;
2186 move_cost *= stamina_penalty;
2187 move_cost += skill_cost;
2188 move_cost -= dexbonus;
2189
2191
2192 // Martial arts last. Flat has to be after mult, because comments say so.
2193 move_cost *= ma_mult;
2194 move_cost += ma_move_cost;
2195
2196 move_cost *= mutation_value( "attackcost_modifier" );
2197
2198 if( move_cost < 25 ) {
2199 return 25;
2200 }
2201
2202 return move_cost;
2203}
static int move_cost(const item &it, const tripoint &src, const tripoint &dest)
int get_stamina() const
Definition: character.cpp:7187
float mabuff_attack_cost_mult() const
Returns the multiplier on move cost of attacks.
float mutation_value(const std::string &val) const
Goes over all mutations, gets min and max of a value with given name.
Definition: character.cpp:6744
int mabuff_attack_cost_penalty() const
Returns the flat penalty to move cost of attacks.
double bonus_from_enchantments(double base, enchant_vals::mod value, bool round=false) const
Calculate bonus from enchantments for given base value.
Definition: character.cpp:8031
int get_stamina_max() const
Definition: character.cpp:7192
int attack_cost() const
Base number of moves (Creature::moves) that a single melee attack with this items takes.
Definition: item.cpp:5073
static constexpr int BIO_CQB_LEVEL
static const bionic_id bio_cqb("bio_cqb")
static const skill_id skill_melee("melee")

References item::attack_cost(), enchant_vals::ATTACK_COST, bio_cqb, BIO_CQB_LEVEL, bionic_id, bonus_from_enchantments(), bp_hand_l, bp_hand_r, bp_torso, dex_cur, encumb(), get_skill_level(), get_stamina(), get_stamina_max(), has_active_bionic(), mabuff_attack_cost_mult(), mabuff_attack_cost_penalty(), move_cost(), mutation_value(), and skill_melee.

Referenced by player::disarm(), item::effective_dps(), melee_attack(), and player::reach_attack().

◆ attitude_to()

Creature::Attitude Character::attitude_to ( const Creature other) const
overridevirtual

Attitude (of this creature) towards another creature.

This might not be symmetric.

Implements Creature.

Reimplemented in npc.

Definition at line 10359 of file character.cpp.

10360{
10361 const auto m = dynamic_cast<const monster *>( &other );
10362 if( m != nullptr ) {
10363 if( m->friendly != 0 ) {
10364 return A_FRIENDLY;
10365 }
10366 switch( m->attitude( const_cast<Character *>( this ) ) ) {
10367 // player probably does not want to harm them, but doesn't care much at all.
10368 case MATT_FOLLOW:
10369 case MATT_FPASSIVE:
10370 case MATT_IGNORE:
10371 case MATT_FLEE:
10372 return A_NEUTRAL;
10373 // player does not want to harm those.
10374 case MATT_FRIEND:
10375 case MATT_ZLAVE:
10376 // Don't want to harm your zlave!
10377 return A_FRIENDLY;
10378 case MATT_ATTACK:
10379 return A_HOSTILE;
10380 case MATT_NULL:
10382 break;
10383 }
10384
10385 return A_NEUTRAL;
10386 }
10387
10388 const auto p = dynamic_cast<const npc *>( &other );
10389 if( p != nullptr ) {
10390 if( p->is_enemy() ) {
10391 return A_HOSTILE;
10392 } else if( p->is_player_ally() ) {
10393 return A_FRIENDLY;
10394 } else {
10395 return A_NEUTRAL;
10396 }
10397 } else if( &other == this ) {
10398 return A_FRIENDLY;
10399 }
10400
10401 return A_NEUTRAL;
10402}
@ A_NEUTRAL
Definition: creature.h:170
@ A_HOSTILE
Definition: creature.h:169
@ A_FRIENDLY
Definition: creature.h:171
@ MATT_ZLAVE
Definition: monster.h:62
@ MATT_FLEE
Definition: monster.h:58
@ NUM_MONSTER_ATTITUDES
Definition: monster.h:63
@ MATT_FRIEND
Definition: monster.h:56
@ MATT_FOLLOW
Definition: monster.h:60
@ MATT_ATTACK
Definition: monster.h:61
@ MATT_NULL
Definition: monster.h:55
@ MATT_IGNORE
Definition: monster.h:59
@ MATT_FPASSIVE
Definition: monster.h:57

References Creature::A_FRIENDLY, Creature::A_HOSTILE, Creature::A_NEUTRAL, MATT_ATTACK, MATT_FLEE, MATT_FOLLOW, MATT_FPASSIVE, MATT_FRIEND, MATT_IGNORE, MATT_NULL, MATT_ZLAVE, NUM_MONSTER_ATTITUDES, and other.

Referenced by game::is_hostile_within(), and player::sort_armor().

◆ base_age()

int Character::base_age ( ) const

Definition at line 6879 of file character.cpp.

6880{
6881 return init_age;
6882}

References init_age.

Referenced by debug_menu::character_edit_menu(), char_creation::draw_age(), and set_description().

◆ base_comfort_value()

Character::comfort_response_t Character::base_comfort_value ( const tripoint p) const

Rate point's ability to serve as a bed.

Only takes certain mutations into account, and not fatigue nor stimulants.

Definition at line 5681 of file character.cpp.

5682{
5683 // Comfort of sleeping spots is "objective", while sleep_spot( p ) is "subjective"
5684 // As in the latter also checks for fatigue and other variables while this function
5685 // only looks at the base comfyness of something. It's still subjective, in a sense,
5686 // as arachnids who sleep in webs will find most places comfortable for instance.
5687 int comfort = 0;
5688
5689 comfort_response_t comfort_response;
5690
5691 bool plantsleep = has_trait( trait_CHLOROMORPH );
5692 bool fungaloid_cosplay = has_trait( trait_M_SKIN3 );
5693 bool websleep = has_trait( trait_WEB_WALKER );
5694 bool webforce = has_trait( trait_THRESH_SPIDER ) && ( has_trait( trait_WEB_SPINNER ) ||
5695 ( has_trait( trait_WEB_WEAVER ) ) );
5696 bool in_shell = has_active_mutation( trait_SHELL2 );
5697 bool watersleep = has_trait( trait_WATERSLEEP );
5698
5699 map &here = get_map();
5700 const optional_vpart_position vp = here.veh_at( p );
5701 const maptile tile = here.maptile_at( p );
5702 const trap &trap_at_pos = tile.get_trap_t();
5703 const ter_id ter_at_pos = tile.get_ter();
5704 const furn_id furn_at_pos = tile.get_furn();
5705
5706 int web = here.get_field_intensity( p, fd_web );
5707
5708 // Some mutants have different comfort needs
5709 if( !plantsleep && !webforce ) {
5710 if( in_shell ) {
5711 comfort += 1 + static_cast<int>( comfort_level::slightly_comfortable );
5712 // Note: shelled individuals can still use sleeping aids!
5713 } else if( vp ) {
5714 const cata::optional<vpart_reference> carg = vp.part_with_feature( "CARGO", false );
5715 const cata::optional<vpart_reference> board = vp.part_with_feature( "BOARDABLE", true );
5716 if( carg ) {
5717 const vehicle_stack items = vp->vehicle().get_items( carg->part_index() );
5718 for( const item &items_it : items ) {
5719 if( items_it.has_flag( "SLEEP_AID" ) ) {
5720 // Note: BED + SLEEP_AID = 9 pts, or 1 pt below very_comfortable
5721 comfort += 1 + static_cast<int>( comfort_level::slightly_comfortable );
5722 comfort_response.aid = &items_it;
5723 break; // prevents using more than 1 sleep aid
5724 }
5725 }
5726 }
5727 if( board ) {
5728 comfort += board->info().comfort;
5729 } else {
5730 comfort -= here.move_cost( p );
5731 }
5732 }
5733 // Not in a vehicle, start checking furniture/terrain/traps at this point in decreasing order
5734 else if( furn_at_pos != f_null ) {
5735 comfort += 0 + furn_at_pos.obj().comfort;
5736 }
5737 // Web sleepers can use their webs if better furniture isn't available
5738 else if( websleep && web >= 3 ) {
5739 comfort += 1 + static_cast<int>( comfort_level::slightly_comfortable );
5740 } else if( ter_at_pos == t_improvised_shelter ) {
5741 comfort += 0 + static_cast<int>( comfort_level::slightly_comfortable );
5742 } else if( ter_at_pos == t_floor || ter_at_pos == t_floor_waxed ||
5743 ter_at_pos == t_carpet_red || ter_at_pos == t_carpet_yellow ||
5744 ter_at_pos == t_carpet_green || ter_at_pos == t_carpet_purple ) {
5745 comfort += 1 + static_cast<int>( comfort_level::neutral );
5746 } else if( !trap_at_pos.is_null() ) {
5747 comfort += 0 + trap_at_pos.comfort;
5748 } else {
5749 // Not a comfortable sleeping spot
5750 comfort -= here.move_cost( p );
5751 }
5752
5753 if( comfort_response.aid == nullptr ) {
5754 const map_stack items = here.i_at( p );
5755 for( const item &items_it : items ) {
5756 if( items_it.has_flag( "SLEEP_AID" ) ) {
5757 // Note: BED + SLEEP_AID = 9 pts, or 1 pt below very_comfortable
5758 comfort += 1 + static_cast<int>( comfort_level::slightly_comfortable );
5759 comfort_response.aid = &items_it;
5760 break; // prevents using more than 1 sleep aid
5761 }
5762 }
5763 }
5764 if( fungaloid_cosplay && here.has_flag_ter_or_furn( flag_FUNGUS, pos() ) ) {
5765 comfort += static_cast<int>( comfort_level::very_comfortable );
5766 } else if( watersleep && here.has_flag_ter( flag_SWIMMABLE, pos() ) ) {
5767 comfort += static_cast<int>( comfort_level::very_comfortable );
5768 }
5769 } else if( plantsleep ) {
5770 if( vp || furn_at_pos != f_null ) {
5771 // Sleep ain't happening in a vehicle or on furniture
5772 comfort = static_cast<int>( comfort_level::impossible );
5773 } else {
5774 // It's very easy for Chloromorphs to get to sleep on soil!
5775 if( ter_at_pos == t_dirt || ter_at_pos == t_pit || ter_at_pos == t_dirtmound ||
5776 ter_at_pos == t_pit_shallow ) {
5777 comfort += static_cast<int>( comfort_level::very_comfortable );
5778 }
5779 // Not as much if you have to dig through stuff first
5780 else if( ter_at_pos == t_grass ) {
5781 comfort += static_cast<int>( comfort_level::comfortable );
5782 }
5783 // Sleep ain't happening
5784 else {
5785 comfort = static_cast<int>( comfort_level::impossible );
5786 }
5787 }
5788 // Has webforce
5789 } else {
5790 if( web >= 3 ) {
5791 // Thick Web and you're good to go
5792 comfort += static_cast<int>( comfort_level::very_comfortable );
5793 } else {
5794 comfort = static_cast<int>( comfort_level::impossible );
5795 }
5796 }
5797
5798 if( comfort > static_cast<int>( comfort_level::comfortable ) ) {
5799 comfort_response.level = comfort_level::very_comfortable;
5800 } else if( comfort > static_cast<int>( comfort_level::slightly_comfortable ) ) {
5801 comfort_response.level = comfort_level::comfortable;
5802 } else if( comfort > static_cast<int>( comfort_level::neutral ) ) {
5803 comfort_response.level = comfort_level::slightly_comfortable;
5804 } else if( comfort == static_cast<int>( comfort_level::neutral ) ) {
5805 comfort_response.level = comfort_level::neutral;
5806 } else {
5807 comfort_response.level = comfort_level::uncomfortable;
5808 }
5809 return comfort_response;
5810}
static const trait_id trait_M_SKIN3("M_SKIN3")
static const trait_id trait_WEB_WALKER("WEB_WALKER")
static const trait_id trait_WEB_WEAVER("WEB_WEAVER")
static const trait_id trait_WEB_SPINNER("WEB_SPINNER")
static const trait_id trait_SHELL2("SHELL2")
static const trait_id trait_CHLOROMORPH("CHLOROMORPH")
static const std::string flag_SWIMMABLE("SWIMMABLE")
static const trait_id trait_WATERSLEEP("WATERSLEEP")
static const std::string flag_FUNGUS("FUNGUS")
static const trait_id trait_THRESH_SPIDER("THRESH_SPIDER")
bool has_active_mutation(const trait_id &b) const
Definition: mutation.cpp:367
const T & obj() const
Definition: ammo_effect.cpp:26
maptile maptile_at(const tripoint &p) const
Definition: map.cpp:197
int get_field_intensity(const tripoint &p, const field_type_id &type) const
Get the intensity of a field entry (field_entry::intensity), if there is no field of that type,...
Definition: map.cpp:5357
bool has_flag_ter_or_furn(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2317
int move_cost(const tripoint &p, const vehicle *ignored_vehicle=nullptr) const
Calculate the cost to move past the tile at p.
Definition: map.cpp:1775
bool has_flag_ter(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2307
cata::optional< vpart_reference > part_with_feature(const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2481
ter_id t_floor_waxed
Definition: mapdata.cpp:632
ter_id t_improvised_shelter
Definition: mapdata.cpp:716
ter_id t_grass
Definition: mapdata.cpp:628
ter_id t_carpet_purple
Definition: mapdata.cpp:634
ter_id t_carpet_yellow
Definition: mapdata.cpp:634
ter_id t_dirt
Definition: mapdata.cpp:625
ter_id t_floor
Definition: mapdata.cpp:632
ter_id t_carpet_green
Definition: mapdata.cpp:634
ter_id t_pit_shallow
Definition: mapdata.cpp:625
ter_id t_carpet_red
Definition: mapdata.cpp:634
ter_id t_pit
Definition: mapdata.cpp:625
ter_id t_dirtmound
Definition: mapdata.cpp:625
bool board(const tripoint &p, Creature *c, item *i)
Definition: trapfunc.cpp:172
int comfort
Definition: mapdata.h:497
A wrapper for a submap point.
Definition: submap.h:267
furn_id get_furn() const
Definition: submap.h:285
ter_id get_ter() const
Definition: submap.h:289
const trap & get_trap_t() const
Definition: submap.h:293
int comfort
Definition: trap.h:119

References Character::comfort_response_t::aid, trapfunc::board(), furn_t::comfort, trap::comfort, comfortable, f_null, fd_web, flag_FUNGUS(), flag_SWIMMABLE(), map::get_field_intensity(), maptile::get_furn(), get_map(), maptile::get_ter(), maptile::get_trap_t(), has_active_mutation(), map::has_flag_ter(), map::has_flag_ter_or_furn(), has_trait(), map::i_at(), impossible, trap::is_null(), Character::comfort_response_t::level, map::maptile_at(), map::move_cost(), neutral, int_id< T >::obj(), optional_vpart_position::part_with_feature(), pos(), slightly_comfortable, t_carpet_green, t_carpet_purple, t_carpet_red, t_carpet_yellow, t_dirt, t_dirtmound, t_floor, t_floor_waxed, t_grass, t_improvised_shelter, t_pit, t_pit_shallow, trait_CHLOROMORPH, trait_M_SKIN3, trait_SHELL2, trait_THRESH_SPIDER, trait_WATERSLEEP, trait_WEB_SPINNER, trait_WEB_WALKER, trait_WEB_WEAVER, uncomfortable, map::veh_at(), and very_comfortable.

Referenced by player::sleep_spot(), and update_needs().

◆ base_height()

int Character::base_height ( ) const

Definition at line 6908 of file character.cpp.

6909{
6910 return init_height;
6911}
int init_height
height at character creation
Definition: character.h:2129

References init_height.

Referenced by debug_menu::character_edit_menu(), char_creation::draw_height(), and set_description().

◆ best_nearby_lifting_assist() [1/2]

int Character::best_nearby_lifting_assist ( ) const

Checks for items, tools, and vehicles with the Lifting quality near the character returning the highest quality in range.

Definition at line 2720 of file character.cpp.

2721{
2722 return best_nearby_lifting_assist( this->pos() );
2723}
int best_nearby_lifting_assist() const
Checks for items, tools, and vehicles with the Lifting quality near the character returning the highe...
Definition: character.cpp:2720

References best_nearby_lifting_assist(), and pos().

Referenced by best_nearby_lifting_assist(), can_do_activity_there(), and weight_carried_reduced_by().

◆ best_nearby_lifting_assist() [2/2]

int Character::best_nearby_lifting_assist ( const tripoint world_pos) const

Alternate version if you need to specify a different orign point for nearby vehicle sources of lifting used for operations on distant objects (e.g.

vehicle installation/uninstallation)

Definition at line 2725 of file character.cpp.

2726{
2727 const quality_id LIFT( "LIFT" );
2728 int mech_lift = 0;
2729 if( is_mounted() ) {
2730 auto mons = mounted_creature.get();
2731 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
2732 mech_lift = mons->mech_str_addition() + 10;
2733 }
2734 }
2735 return std::max( { this->max_quality( LIFT ), mech_lift,
2736 map_selector( this->pos(), PICKUP_RANGE, false ).max_quality( LIFT ),
2737 vehicle_selector( world_pos, PICKUP_RANGE, false ).max_quality( LIFT )
2738 } );
2739}
int PICKUP_RANGE
Items on the map with at most this distance to the player are considered available for crafting,...
shared_ptr_fast< monster > mounted_creature
Definition: character.h:1620
int max_quality(const quality_id &qual) const
Return maximum tool quality level provided by instance or INT_MIN if not found.
Definition: visitable.cpp:276
@ MF_RIDEABLE_MECH
Definition: mtype.h:115

References is_mounted(), visitable< T >::max_quality(), visitable< Character >::max_quality(), MF_RIDEABLE_MECH, mounted_creature, PICKUP_RANGE, and pos().

◆ best_quality_item()

item * Character::best_quality_item ( const quality_id qual)

get best quality item that this character has

Definition at line 4713 of file character.cpp.

4714{
4715 std::vector<item *> qual_inv = items_with( [qual]( const item & itm ) {
4716 return itm.has_quality( qual );
4717 } );
4718 item *best_qual = random_entry( qual_inv );
4719 for( const auto elem : qual_inv ) {
4720 if( elem->get_quality( qual ) > best_qual->get_quality( qual ) ) {
4721 best_qual = elem;
4722 }
4723 }
4724 return best_qual;
4725}
bool has_quality(const quality_id &qual, int level=1, int qty=1) const
Returns true if instance has amount (or more) items of at least quality level.
Definition: visitable.cpp:169

References visitable< T >::has_quality(), visitable< Character >::items_with(), and random_entry().

Referenced by chop_plank_activity(), chop_tree_activity(), and generic_multi_activity_do().

◆ best_shield()

item & Character::best_shield ( )

Returns the best item for blocking with.

Definition at line 1514 of file melee.cpp.

1515{
1516 // Note: wielded weapon, not one used for attacks
1517 int best_value = blocking_ability( weapon );
1518 // "BLOCK_WHILE_WORN" without a blocking tech need to be worn for the bonus
1519 best_value = best_value == 2 ? 0 : best_value;
1520 item *best = best_value > 0 ? &weapon : &null_item_reference();
1521 for( item &shield : worn ) {
1522 if( shield.has_flag( "BLOCK_WHILE_WORN" ) && blocking_ability( shield ) >= best_value ) {
1523 best = &shield;
1524 }
1525 }
1526
1527 return *best;
1528}
item & null_item_reference()
Returns a reference to a null item (see item::is_null).
Definition: item.cpp:318
static int blocking_ability(const item &shield)
Definition: melee.cpp:1499

References blocking_ability(), null_item_reference(), weapon, and worn.

Referenced by block_hit().

◆ bionic_armor_bonus()

float Character::bionic_armor_bonus ( const bodypart_id bp,
damage_type  dt 
) const

Check for passive bionics that provide armor, and returns the armor bonus This is called from player::passive_absorb_hit.

Definition at line 8350 of file character.cpp.

8351{
8352 float result = 0.0f;
8353 if( dt == DT_CUT || dt == DT_STAB ) {
8354 for( const bionic_id &bid : get_bionics() ) {
8355 const auto cut_prot = bid->cut_protec.find( bp.id() );
8356 if( cut_prot != bid->cut_protec.end() ) {
8357 result += cut_prot->second;
8358 }
8359 }
8360 } else if( dt == DT_BASH ) {
8361 for( const bionic_id &bid : get_bionics() ) {
8362 const auto bash_prot = bid->bash_protec.find( bp.id() );
8363 if( bash_prot != bid->bash_protec.end() ) {
8364 result += bash_prot->second;
8365 }
8366 }
8367 } else if( dt == DT_BULLET ) {
8368 for( const bionic_id &bid : get_bionics() ) {
8369 const auto bullet_prot = bid->bullet_protec.find( bp.id() );
8370 if( bullet_prot != bid->bullet_protec.end() ) {
8371 result += bullet_prot->second;
8372 }
8373 }
8374 }
8375
8376 return result;
8377}
const string_id< T > & id() const
Definition: ammo_effect.cpp:33

References bionic_data::bash_protec, bionic_data::bullet_protec, bionic_data::cut_protec, DT_BASH, DT_BULLET, DT_CUT, DT_STAB, get_bionics(), and int_id< T >::id().

Referenced by passive_absorb_hit().

◆ bionic_at_index()

bionic & Character::bionic_at_index ( int  i)

Returns the bionic at a given index in my_bionics[].

Definition at line 2660 of file bionics.cpp.

2661{
2662 return ( *my_bionics )[i];
2663}

References my_bionics.

Referenced by absorb_hit(), and sleep().

◆ bionic_installation_issues()

std::map< bodypart_id, int > Character::bionic_installation_issues ( const bionic_id bioid) const

Definition at line 2506 of file bionics.cpp.

2507{
2508 std::map<bodypart_id, int> issues;
2509 if( !get_option < bool >( "CBM_SLOTS_ENABLED" ) ) {
2510 return issues;
2511 }
2512 for( const std::pair<const bodypart_str_id, int> &elem : bioid->occupied_bodyparts ) {
2513 const int lacked_slots = elem.second - get_free_bionics_slots( elem.first );
2514 if( lacked_slots > 0 ) {
2515 issues.emplace( elem.first, lacked_slots );
2516 }
2517 }
2518 return issues;
2519}
int get_free_bionics_slots(const bodypart_id &bp) const
Definition: bionics.cpp:2526
std::map< bodypart_str_id, int > occupied_bodyparts
Body part slots used to install this bionic, mapped to the amount of space required.
Definition: bionics.h:89

References get_free_bionics_slots(), and bionic_data::occupied_bodyparts.

Referenced by can_install_bionics(), and item::color_in_inventory().

◆ bionics_adjusted_skill()

float Character::bionics_adjusted_skill ( const skill_id most_important_skill,
const skill_id important_skill,
const skill_id least_important_skill,
int  skill_level = -1 
)

Calculate skill for (un)installing bionics.

Definition at line 1845 of file bionics.cpp.

1849{
1850 int pl_skill = bionics_pl_skill( most_important_skill, important_skill, least_important_skill,
1851 skill_level );
1852
1853 // for chance_of_success calculation, shift skill down to a float between ~0.4 - 30
1854 float adjusted_skill = static_cast<float>( pl_skill ) - std::min( static_cast<float>( 40 ),
1855 static_cast<float>( pl_skill ) - static_cast<float>( pl_skill ) / static_cast<float>( 10.0 ) );
1856 adjusted_skill *= env_surgery_bonus( 1 ) + get_effect_int( effect_assisted );
1857 return adjusted_skill;
1858}
static const efftype_id effect_assisted("assisted")
float env_surgery_bonus(int radius)
Calculate skill bonus from tiles in radius.
Definition: bionics.cpp:2238
int bionics_pl_skill(const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
Calculate non adjusted skill for (un)installing bionics.
Definition: bionics.cpp:1860
int get_effect_int(const efftype_id &eff_id, body_part bp=num_bp) const
Returns the intensity of the matching effect.
Definition: creature.cpp:1247

References bionics_pl_skill(), effect_assisted, env_surgery_bonus(), and Creature::get_effect_int().

Referenced by best_installer(), can_install_bionics(), can_uninstall_bionic(), bionic_install_preset::get_failure_chance(), bionic_install_surgeon_preset::get_failure_chance(), bionic_uninstall_preset::get_failure_chance(), install_bionics(), game::save_cyborg(), and uninstall_bionic().

◆ bionics_install_failure()

void Character::bionics_install_failure ( const std::string &  installer,
int  difficulty,
int  success,
float  adjusted_skill 
)

Definition at line 2399 of file bionics.cpp.

2401{
2402 // "success" should be passed in as a negative integer representing how far off we
2403 // were for a successful install. We use this to determine consequences for failing.
2404 success = std::abs( success );
2405
2406 // failure level is decided by how far off the character was from a successful install, and
2407 // this is scaled up or down by the ratio of difficulty/skill. At high skill levels (or low
2408 // difficulties), only minor consequences occur. At low skill levels, severe consequences
2409 // are more likely.
2410 int failure_level = static_cast<int>( std::sqrt( success * 4.0 * difficulty / adjusted_skill ) );
2411 int fail_type = ( failure_level > 5 ? 5 : failure_level );
2412
2413 if( installer != "NOT_MED" ) {
2414 //~"Complications" is USian medical-speak for "unintended damage from a medical procedure".
2415 add_msg( m_neutral, _( "%s training helps to minimize the complications." ),
2416 installer );
2417 // In addition to the bonus, medical residents know enough OR protocol to avoid botching.
2418 // Take MD and be immune to faulty bionics.
2419 if( fail_type > 3 ) {
2420 fail_type = rng( 1, 3 );
2421 }
2422 }
2423
2424 switch( fail_type ) {
2425 case 0:
2426 case 1:
2428 break;
2429 case 2:
2430 case 3:
2431 do_damage_for_bionic_failure( 5, difficulty * 5 );
2432 break;
2433 case 4:
2434 case 5: {
2435 std::vector<bionic_id> valid;
2436 std::copy_if( begin( faulty_bionics ), end( faulty_bionics ), std::back_inserter( valid ),
2437 [&]( const bionic_id & id ) {
2438 return !has_bionic( id );
2439 } );
2440
2441 // We've got all the bad bionics!
2442 if( valid.empty() ) {
2443 if( has_max_power() ) {
2444 units::energy old_power = get_max_power_level();
2445 add_msg( m_bad, _( "%s lose power capacity!" ), disp_name() );
2450 }
2451 if( is_player() ) {
2452 g->memorial().add(
2453 pgettext( "memorial_male", "Lost %d units of power capacity." ),
2454 pgettext( "memorial_female", "Lost %d units of power capacity." ),
2455 units::to_kilojoule( old_power - get_max_power_level() ) );
2456 }
2457 // If no faults available and no power capacity, downgrade to second-worst complication.
2458 } else {
2459 do_damage_for_bionic_failure( 5, difficulty * 5 );
2460 break;
2461 }
2462 } else {
2463 const bionic_id &id = random_entry( valid );
2464 add_bionic( id );
2465 g->events().send<event_type::installs_faulty_cbm>( getID(), id );
2466 add_msg( m_bad,
2467 _( "Complication in installation caused a malfunction - %s. Uninstall it to clear the malfunction." ),
2468 id.obj().name );
2469 }
2470 }
2471 break;
2472 }
2473
2474}
bool has_max_power() const
Definition: character.cpp:2012
void set_max_power_level(const units::energy &npower_max)
Definition: character.cpp:1980
void do_damage_for_bionic_failure(int min_damage, int max_damage)
Definition: bionics.cpp:2359
@ installs_faulty_cbm
std::vector< bionic_id > faulty_bionics
Definition: bionics.cpp:215
const char * pgettext(const char *context, const char *msgid)

References _, add_bionic(), add_msg(), disp_name(), do_damage_for_bionic_failure(), anonymous_namespace{bionics.cpp}::faulty_bionics, units::from_kilojoule(), g, get_max_power_level(), getID(), has_bionic(), has_max_power(), id, installs_faulty_cbm, Creature::is_player(), m_bad, m_neutral, name, pgettext(), random_entry(), rng(), set_max_power_level(), behavior::success, and units::to_kilojoule().

Referenced by perform_install().

◆ bionics_pl_skill()

int Character::bionics_pl_skill ( const skill_id most_important_skill,
const skill_id important_skill,
const skill_id least_important_skill,
int  skill_level = -1 
)

Calculate non adjusted skill for (un)installing bionics.

Definition at line 1860 of file bionics.cpp.

1863{
1864 int pl_skill;
1865 if( skill_level == -1 ) {
1866 pl_skill = int_cur * 4 +
1867 get_skill_level( most_important_skill ) * 4 +
1868 get_skill_level( important_skill ) * 3 +
1869 get_skill_level( least_important_skill ) * 1;
1870 } else {
1871 // override chance as though all values were skill_level if it is provided
1872 pl_skill = 12 * skill_level;
1873 }
1874
1875 // Medical residents have some idea what they're doing
1876 if( has_trait( trait_PROF_MED ) ) {
1877 pl_skill += 3;
1878 }
1879
1880 // People trained in bionics gain an additional advantage towards using it
1881 if( has_trait( trait_PROF_AUTODOC ) ) {
1882 pl_skill += 7;
1883 }
1884 return pl_skill;
1885}
static const trait_id trait_PROF_MED("PROF_MED")
static const trait_id trait_PROF_AUTODOC("PROF_AUTODOC")

References get_skill_level(), has_trait(), int_cur, trait_PROF_AUTODOC, and trait_PROF_MED.

Referenced by bionics_adjusted_skill(), install_bionics(), and uninstall_bionic().

◆ bionics_uninstall_failure() [1/2]

void Character::bionics_uninstall_failure ( int  difficulty,
int  success,
float  adjusted_skill 
)

When a player fails the surgery.

Definition at line 1736 of file bionics.cpp.

1737{
1738 // "success" should be passed in as a negative integer representing how far off we
1739 // were for a successful removal. We use this to determine consequences for failing.
1740 success = std::abs( success );
1741
1742 // failure level is decided by how far off the character was from a successful removal, and
1743 // this is scaled up or down by the ratio of difficulty/skill. At high skill levels (or low
1744 // difficulties), only minor consequences occur. At low skill levels, severe consequences
1745 // are more likely.
1746 const int failure_level = static_cast<int>( std::sqrt( success * 4.0 * difficulty /
1747 adjusted_skill ) );
1748 const int fail_type = std::min( 5, failure_level );
1749
1750 if( fail_type <= 1 ) {
1751 add_msg( m_neutral, _( "The removal fails without incident." ) );
1752 return;
1753 }
1754
1755 add_msg( m_neutral, _( "The removal is a failure." ) );
1756 std::set<body_part> bp_hurt;
1757 switch( fail_type ) {
1758 case 2:
1759 case 3:
1761 break;
1762
1763 case 4:
1764 case 5:
1765 do_damage_for_bionic_failure( 5, difficulty * 5 );
1766 break;
1767 }
1768
1769}

References _, add_msg(), do_damage_for_bionic_failure(), m_neutral, and behavior::success.

Referenced by perform_uninstall(), and uninstall_bionic().

◆ bionics_uninstall_failure() [2/2]

void Character::bionics_uninstall_failure ( monster installer,
player patient,
int  difficulty,
int  success,
float  adjusted_skill 
)

When a monster fails the surgery.

Definition at line 1771 of file bionics.cpp.

1773{
1774
1775 // "success" should be passed in as a negative integer representing how far off we
1776 // were for a successful removal. We use this to determine consequences for failing.
1777 success = std::abs( success );
1778
1779 // failure level is decided by how far off the monster was from a successful removal, and
1780 // this is scaled up or down by the ratio of difficulty/skill. At high skill levels (or low
1781 // difficulties), only minor consequences occur. At low skill levels, severe consequences
1782 // are more likely.
1783 const int failure_level = static_cast<int>( std::sqrt( success * 4.0 * difficulty /
1784 adjusted_skill ) );
1785 const int fail_type = std::min( 5, failure_level );
1786
1787 bool u_see = sees( patient );
1788
1789 if( u_see || patient.is_player() ) {
1790 if( fail_type <= 1 ) {
1791 add_msg( m_neutral, _( "The removal fails without incident." ) );
1792 return;
1793 }
1794 switch( rng( 1, 5 ) ) {
1795 case 1:
1796 add_msg( m_mixed, _( "The %s flub the operation." ), installer.name() );
1797 break;
1798 case 2:
1799 add_msg( m_mixed, _( "The %s messes up the operation." ), installer.name() );
1800 break;
1801 case 3:
1802 add_msg( m_mixed, _( "The operation fails." ) );
1803 break;
1804 case 4:
1805 add_msg( m_mixed, _( "The operation is a failure." ) );
1806 break;
1807 case 5:
1808 add_msg( m_mixed, _( "The %s screws up the operation." ), installer.name() );
1809 break;
1810 }
1811 }
1812 switch( fail_type ) {
1813 case 2:
1814 case 3:
1815 do_damage_for_bionic_failure( failure_level, failure_level * 2 );
1816 break;
1817
1818 case 4:
1819 case 5:
1820 do_damage_for_bionic_failure( 5, difficulty * 5 );
1821 break;
1822 }
1823}
bool sees(const tripoint &t, bool is_player=false, int range_mod=0) const override
std::string name(unsigned int quantity=1) const
Definition: monster.cpp:492
bool is_player() const override
Definition: player.h:114

References _, add_msg(), do_damage_for_bionic_failure(), player::is_player(), m_mixed, m_neutral, monster::name(), rng(), sees(), and behavior::success.

◆ bionics_weight()

units::mass Character::bionics_weight ( ) const

Definition at line 6862 of file character.cpp.

6863{
6864 units::mass bio_weight = 0_gram;
6865 for( const bionic_id &bid : get_bionics() ) {
6866 if( !bid->included ) {
6867 bio_weight += bid->itype()->weight;
6868 }
6869 }
6870 return bio_weight;
6871}

References get_bionics().

Referenced by get_weight().

◆ block_hit()

bool Character::block_hit ( Creature source,
bodypart_id bp_hit,
damage_instance dam 
)
overridevirtual

Checks for valid block abilities and reduces damage accordingly.

Returns true if the player blocks

Strength increases attack blocking effectiveness with a limb or worn/wielded item Unarmed increases attack blocking effectiveness with a limb or worn/wielded item

Implements Creature.

Definition at line 1530 of file melee.cpp.

1531{
1532 // Shouldn't block if player is asleep
1534 return false;
1535 }
1536
1537 // fire martial arts on-getting-hit-triggered effects
1538 // these fire even if the attack is blocked (you still got hit)
1539 martial_arts_data->ma_ongethit_effects( *this );
1540
1541 if( blocks_left < 1 ) {
1542 return false;
1543 }
1544
1545 blocks_left--;
1546
1547 // This bonus absorbs damage from incoming attacks before they land,
1548 // but it still counts as a block even if it absorbs all the damage.
1549 float total_phys_block = mabuff_block_bonus();
1550
1551 // Extract this to make it easier to implement shields/multiwield later
1552 item &shield = best_shield();
1553 block_bonus = blocking_ability( shield );
1554 bool conductive_shield = shield.conductive();
1555 bool unarmed = weapon.has_flag( "UNARMED_WEAPON" );
1556 bool force_unarmed = martial_arts_data->is_force_unarmed();
1557
1558 int melee_skill = get_skill_level( skill_melee );
1559 int unarmed_skill = get_skill_level( skill_unarmed );
1560
1561 // Check if we are going to block with an item. This could
1562 // be worn equipment with the BLOCK_WHILE_WORN flag.
1563 const bool has_shield = !shield.is_null();
1564
1565 // boolean check if blocking is being done with unarmed or not
1566 const bool item_blocking = !force_unarmed && has_shield && !unarmed;
1567
1568 int block_score = 1;
1569
1570 /** @EFFECT_STR increases attack blocking effectiveness with a limb or worn/wielded item */
1571 /** @EFFECT_UNARMED increases attack blocking effectiveness with a limb or worn/wielded item */
1572 if( ( unarmed || force_unarmed ) ) {
1573 if( martial_arts_data->can_limb_block( *this ) ) {
1574 // block_bonus for limb blocks will be added when the limb is decided
1575 block_score = str_cur + melee_skill + unarmed_skill;
1576 } else if( has_shield ) {
1577 // We can still block with a worn item while unarmed. Use higher of melee and unarmed
1578 block_score = str_cur + block_bonus + std::max( melee_skill, unarmed_skill );
1579 }
1580 } else if( has_shield ) {
1581 block_score = str_cur + block_bonus + get_skill_level( skill_melee );
1582 } else {
1583 // Can't block with limbs or items (do not block)
1584 return false;
1585 }
1586
1587 // weapon blocks are preferred to limb blocks
1588 std::string thing_blocked_with;
1589 if( !force_unarmed && has_shield ) {
1590 thing_blocked_with = shield.tname();
1591 // TODO: Change this depending on damage blocked
1592 float wear_modifier = 1.0f;
1593 if( source != nullptr && source->is_hallucination() ) {
1594 wear_modifier = 0.0f;
1595 }
1596
1597 handle_melee_wear( shield, wear_modifier );
1598 } else {
1599 //Choose which body part to block with, assume left side first
1600 if( martial_arts_data->can_leg_block( *this ) && martial_arts_data->can_arm_block( *this ) ) {
1601 bp_hit = one_in( 2 ) ? bodypart_id( "leg_l" ) : bodypart_id( "arm_l" );
1602 } else if( martial_arts_data->can_leg_block( *this ) ) {
1603 bp_hit = bodypart_id( "leg_l" );
1604 } else {
1605 bp_hit = bodypart_id( "arm_l" );
1606 }
1607
1608 // Check if we should actually use the right side to block
1609 if( bp_hit == bodypart_id( "leg_l" ) ) {
1610 if( get_part_hp_cur( bodypart_id( "leg_r" ) ) > get_part_hp_cur( bodypart_id( "leg_l" ) ) ) {
1611 bp_hit = bodypart_id( "leg_r" );
1612 }
1613 } else {
1614 if( get_part_hp_cur( bodypart_id( "arm_r" ) ) > get_part_hp_cur( bodypart_id( "arm_l" ) ) ) {
1615 bp_hit = bodypart_id( "arm_r" );
1616 }
1617 }
1618
1619 thing_blocked_with = body_part_name( bp_hit->token );
1620 }
1621
1622 if( has_shield ) {
1623 // Does our shield cover the limb we blocked with? If so, add the block bonus.
1624 block_score += shield.covers( bp_hit->token ) ? block_bonus : 0;
1625 }
1626
1627 // Map block_score to the logistic curve for a number between 1 and 0.
1628 // Basic beginner character (str 8, skill 0, basic weapon)
1629 // Will have a score around 10 and block about %15 of incoming damage.
1630 // More proficient melee character (str 10, skill 4, wbock_2 weapon)
1631 // will have a score of 20 and block about 45% of damage.
1632 // A highly expert character (str 14, skill 8 wblock_2)
1633 // will have a score in the high 20s and will block about 80% of damage.
1634 // As the block score approaches 40, damage making it through will dwindle
1635 // to nothing, at which point we're relying on attackers hitting enough to drain blocks.
1636 const float physical_block_multiplier = logarithmic_range( 0, 40, block_score );
1637
1638 float total_damage = 0.0;
1639 float damage_blocked = 0.0;
1640
1641 for( auto &elem : dam.damage_units ) {
1642 total_damage += elem.amount;
1643
1644 // block physical damage "normally"
1645 if( elem.type == DT_BASH || elem.type == DT_CUT || elem.type == DT_STAB ) {
1646 // use up our flat block bonus first
1647 float block_amount = std::min( total_phys_block, elem.amount );
1648 total_phys_block -= block_amount;
1649 elem.amount -= block_amount;
1650 damage_blocked += block_amount;
1651
1652 if( elem.amount <= std::numeric_limits<float>::epsilon() ) {
1653 continue;
1654 }
1655
1656 float previous_amount = elem.amount;
1657 elem.amount *= physical_block_multiplier;
1658 damage_blocked += previous_amount - elem.amount;
1659 }
1660
1661 // non-electrical "elemental" damage types do their full damage if unarmed,
1662 // but severely mitigated damage if not
1663 else if( elem.type == DT_HEAT || elem.type == DT_ACID || elem.type == DT_COLD ) {
1664 // Unarmed weapons won't block those
1665 if( item_blocking ) {
1666 float previous_amount = elem.amount;
1667 elem.amount /= 5;
1668 damage_blocked += previous_amount - elem.amount;
1669 }
1670 // electrical damage deals full damage if unarmed OR wielding a
1671 // conductive weapon
1672 } else if( elem.type == DT_ELECTRIC ) {
1673 // Unarmed weapons and conductive weapons won't block this
1674 if( item_blocking && !conductive_shield ) {
1675 float previous_amount = elem.amount;
1676 elem.amount /= 5;
1677 damage_blocked += previous_amount - elem.amount;
1678 }
1679 }
1680 }
1681
1682 std::string damage_blocked_description;
1683 // good/bad/ugly add_msg color code?
1684 // none, hardly any, a little, some, most, all
1685 float blocked_ratio = 0.0f;
1686 if( total_damage > std::numeric_limits<float>::epsilon() ) {
1687 blocked_ratio = ( total_damage - damage_blocked ) / total_damage;
1688 }
1689 if( blocked_ratio < std::numeric_limits<float>::epsilon() ) {
1690 //~ Damage amount in "You block <damage amount> with your <weapon>."
1691 damage_blocked_description = pgettext( "block amount", "all of the damage" );
1692 } else if( blocked_ratio < 0.2 ) {
1693 //~ Damage amount in "You block <damage amount> with your <weapon>."
1694 damage_blocked_description = pgettext( "block amount", "nearly all of the damage" );
1695 } else if( blocked_ratio < 0.4 ) {
1696 //~ Damage amount in "You block <damage amount> with your <weapon>."
1697 damage_blocked_description = pgettext( "block amount", "most of the damage" );
1698 } else if( blocked_ratio < 0.6 ) {
1699 //~ Damage amount in "You block <damage amount> with your <weapon>."
1700 damage_blocked_description = pgettext( "block amount", "a lot of the damage" );
1701 } else if( blocked_ratio < 0.8 ) {
1702 //~ Damage amount in "You block <damage amount> with your <weapon>."
1703 damage_blocked_description = pgettext( "block amount", "some of the damage" );
1704 } else if( blocked_ratio > std::numeric_limits<float>::epsilon() ) {
1705 //~ Damage amount in "You block <damage amount> with your <weapon>."
1706 damage_blocked_description = pgettext( "block amount", "a little of the damage" );
1707 } else {
1708 //~ Damage amount in "You block <damage amount> with your <weapon>."
1709 damage_blocked_description = pgettext( "block amount", "none of the damage" );
1710 }
1712 //~ %1$s is damage amount string (e.g. "most of the damage"), %2$s is weapon name
1713 _( "You block %1$s with your %2$s!" ),
1714 //~ %1$s is damage amount string (e.g. "most of the damage"), %2$s is weapon name
1715 _( "<npcname> blocks %1$s with their %2$s!" ),
1716 damage_blocked_description, thing_blocked_with );
1717
1718 // fire martial arts block-triggered effects
1719 martial_arts_data->ma_onblock_effects( *this );
1720
1721 // Check if we have any block counters
1722 matec_id tec = pick_technique( *source, shield, false, false, true );
1723
1724 if( tec != tec_none && !is_dead_state() ) {
1725 if( get_stamina() < get_stamina_max() / 3 ) {
1726 add_msg( m_bad, _( "You try to counterattack but you are too exhausted!" ) );
1727 } else if( weapon.made_of( material_id( "glass" ) ) ) {
1728 add_msg( m_bad, _( "The item you are wielding is too fragile to counterattack with!" ) );
1729 } else {
1730 melee_attack( *source, false, tec );
1731 }
1732 }
1733
1734 return true;
1735}
std::string body_part_name(body_part bp, int number)
Returns the matching name of the body_part token.
Definition: bodypart.cpp:317
int blocks_left
Definition: character.h:615
matec_id pick_technique(Creature &t, const item &weap, bool crit, bool dodge_counter, bool block_counter)
Returns a random valid technique.
Definition: melee.cpp:1085
int mabuff_block_bonus() const
Returns the block bonus from martial arts buffs.
bool in_sleep_state() const override
Definition: character.cpp:9313
void melee_attack(Creature &t, bool allow_special, const matec_id &force_technique, bool allow_unarmed=true)
Sets up a melee attack and handles melee attack function calls.
Definition: melee.cpp:390
bool handle_melee_wear(item &shield, float wear_multiplier=1.0f)
Calculates melee weapon wear-and-tear through use, returns true if item is destroyed.
Definition: melee.cpp:156
item & best_shield()
Returns the best item for blocking with.
Definition: melee.cpp:1514
virtual bool is_hallucination() const =0
virtual void add_msg_player_or_npc(const std::string &, const std::string &) const
Definition: creature.h:677
int block_bonus
Definition: creature.h:827
bool conductive() const
Whether the items is conductive.
Definition: item.cpp:6317
const std::vector< material_id > & made_of() const
The ids of all the materials this is made of.
Definition: item.cpp:6252
@ DT_COLD
Definition: damage.h:29
@ DT_ELECTRIC
Definition: damage.h:30
@ DT_ACID
Definition: damage.h:26
static const efftype_id effect_narcosis("narcosis")
static const matec_id tec_none("tec_none")
static const skill_id skill_unarmed("unarmed")

References _, add_msg(), Creature::add_msg_player_or_npc(), best_shield(), Creature::block_bonus, blocking_ability(), blocks_left, body_part_name(), item::conductive(), item::covers(), damage_instance::damage_units, DT_ACID, DT_BASH, DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, DT_STAB, effect_narcosis, Creature::get_part_hp_cur(), get_skill_level(), get_stamina(), get_stamina_max(), handle_melee_wear(), Creature::has_effect(), item::has_flag(), in_sleep_state(), Creature::is_dead_state(), Creature::is_hallucination(), item::is_null(), logarithmic_range(), m_bad, mabuff_block_bonus(), item::made_of(), martial_arts_data, melee_attack(), one_in(), pgettext(), pick_technique(), skill_melee, skill_unarmed, str_cur, tec_none, item::tname(), and weapon.

◆ blood_loss()

int Character::blood_loss ( const bodypart_id bp) const

Define blood loss (in percents)

Definition at line 5812 of file character.cpp.

5813{
5814 int hp_cur_sum = get_part_hp_cur( bp );
5815 int hp_max_sum = get_part_hp_max( bp );
5816
5817 if( bp == bodypart_id( "leg_l" ) || bp == bodypart_id( "leg_r" ) ) {
5818 hp_cur_sum = get_part_hp_cur( bodypart_id( "leg_l" ) ) + get_part_hp_cur( bodypart_id( "leg_r" ) );
5819 hp_max_sum = get_part_hp_max( bodypart_id( "leg_l" ) ) + get_part_hp_max( bodypart_id( "leg_r" ) );
5820 } else if( bp == bodypart_id( "arm_l" ) || bp == bodypart_id( "arm_r" ) ) {
5821 hp_cur_sum = get_part_hp_cur( bodypart_id( "arm_l" ) ) + get_part_hp_cur( bodypart_id( "arm_r" ) );
5822 hp_max_sum = get_part_hp_max( bodypart_id( "arm_l" ) ) + get_part_hp_max( bodypart_id( "arm_r" ) );
5823 }
5824
5825 hp_cur_sum = std::min( hp_max_sum, std::max( 0, hp_cur_sum ) );
5826 hp_max_sum = std::max( hp_max_sum, 1 );
5827 return 100 - ( 100 * hp_cur_sum ) / hp_max_sum;
5828}
int get_part_hp_max(const bodypart_id &id) const
Definition: creature.cpp:1562

References Creature::get_part_hp_cur(), and Creature::get_part_hp_max().

◆ bloodType()

field_type_id Character::bloodType ( ) const
overridevirtual

Implements Creature.

Definition at line 477 of file character.cpp.

478{
479 if( has_trait( trait_ACIDBLOOD ) ) {
480 return fd_acid;
481 }
483 return fd_blood_veggy;
484 }
486 return fd_blood_insect;
487 }
490 }
491 return fd_blood;
492}
static const trait_id trait_THRESH_CEPHALOPOD("THRESH_CEPHALOPOD")
static const trait_id trait_THRESH_PLANT("THRESH_PLANT")
static const trait_id trait_THRESH_INSECT("THRESH_INSECT")
static const trait_id trait_ACIDBLOOD("ACIDBLOOD")
field_type_id fd_blood_insect
Definition: field_type.cpp:363
field_type_id fd_blood_invertebrate
Definition: field_type.cpp:364
field_type_id fd_blood_veggy
Definition: field_type.cpp:362
field_type_id fd_blood
Definition: field_type.cpp:336
field_type_id fd_acid
Definition: field_type.cpp:342

References fd_acid, fd_blood, fd_blood_insect, fd_blood_invertebrate, fd_blood_veggy, has_trait(), trait_ACIDBLOOD, trait_THRESH_CEPHALOPOD, trait_THRESH_INSECT, trait_THRESH_PLANT, and trait_THRESH_SPIDER.

◆ blossoms()

void Character::blossoms ( )

Definition at line 8783 of file character.cpp.

8784{
8785 // Player blossoms are shorter-ranged, but you can fire much more frequently if you like.
8786 sounds::sound( pos(), 10, sounds::sound_t::combat, _( "Pouf!" ), false, "misc", "puff" );
8787 map &here = get_map();
8788 for( const tripoint &tmp : here.points_in_radius( pos(), 2 ) ) {
8789 here.add_field( tmp, fd_fungal_haze, rng( 1, 2 ) );
8790 }
8791}
field_type_id fd_fungal_haze
Definition: field_type.cpp:374

References _, map::add_field(), sounds::combat, fd_fungal_haze, get_map(), map::points_in_radius(), pos(), rng(), and sounds::sound().

Referenced by activate_mutation(), and suffer_while_awake().

◆ bmi()

float Character::bmi ( ) const

Definition at line 6852 of file character.cpp.

6853{
6854 return 25;
6855}

Referenced by bodyweight(), debug_menu::debug(), player::disp_info(), and suffer_mutation_power().

◆ bmr()

int Character::bmr ( ) const

Definition at line 6959 of file character.cpp.

6960{
6961 return metabolic_rate_base() * 2500;
6962}
float metabolic_rate_base() const
Stable base metabolic rate due to traits.

References metabolic_rate_base().

Referenced by debug_menu::debug(), fall_asleep(), get_hunger_description(), and update_stomach().

◆ body_window()

hp_part Character::body_window ( const std::string &  menu_header,
bool  show_all,
bool  precise,
int  normal_bonus,
int  head_bonus,
int  torso_bonus,
float  bleed,
float  bite,
float  infect,
float  bandage_power,
float  disinfectant_power 
) const

Displays menu with body part hp, optionally with hp estimation after healing.

Returns selected part. menu_header - name of item that triggers this menu show_all - show and enable choice of all limbs, not only healable precise - show numerical hp normal_bonus - heal normal limb head_bonus - heal head torso_bonus - heal torso bleed - chance to stop bleeding bite - chance to remove bite infect - chance to remove infection bandage_power - quality of bandage disinfectant_power - quality of disinfectant

Definition at line 5842 of file character.cpp.

5846{
5847 /* This struct establishes some kind of connection between the hp_part (which can be healed and
5848 * have HP) and the body_part. Note that there are more body_parts than hp_parts. For example:
5849 * Damage to bp_head, bp_eyes and bp_mouth is all applied on the HP of hp_head. */
5850 struct healable_bp {
5851 mutable bool allowed;
5852 bodypart_id bp;
5853 hp_part hp;
5854 std::string name; // Translated name as it appears in the menu.
5855 int bonus;
5856 };
5857 /* The array of the menu entries show to the player. The entries are displayed in this order,
5858 * it may be changed here. */
5859 std::array<healable_bp, num_hp_parts> parts = { {
5860 { false, bodypart_id( "head" ), hp_head, _( "Head" ), head_bonus },
5861 { false, bodypart_id( "torso" ), hp_torso, _( "Torso" ), torso_bonus },
5862 { false, bodypart_id( "arm_l" ), hp_arm_l, _( "Left Arm" ), normal_bonus },
5863 { false, bodypart_id( "arm_r" ), hp_arm_r, _( "Right Arm" ), normal_bonus },
5864 { false, bodypart_id( "leg_l" ), hp_leg_l, _( "Left Leg" ), normal_bonus },
5865 { false, bodypart_id( "leg_r" ), hp_leg_r, _( "Right Leg" ), normal_bonus },
5866 }
5867 };
5868
5869 int max_bp_name_len = 0;
5870 for( const auto &e : parts ) {
5871 max_bp_name_len = std::max( max_bp_name_len, utf8_width( e.name ) );
5872 }
5873
5874 uilist bmenu;
5875 bmenu.desc_enabled = true;
5876 bmenu.text = menu_header;
5877
5878 bmenu.hilight_disabled = true;
5879 bool is_valid_choice = false;
5880
5881 for( size_t i = 0; i < parts.size(); i++ ) {
5882 const auto &e = parts[i];
5883 const bodypart_id &bp = e.bp;
5884 const body_part bp_token = bp->token;
5885 const int maximal_hp = get_part_hp_max( bp );
5886 const int current_hp = get_part_hp_cur( bp );
5887 // This will c_light_gray if the part does not have any effects cured by the item/effect
5888 // (e.g. it cures only bites, but the part does not have a bite effect)
5889 const nc_color state_col = limb_color( bp, bleed > 0.0f, bite > 0.0f, infect > 0.0f );
5890 const bool has_curable_effect = state_col != c_light_gray;
5891 // The same as in the main UI sidebar. Independent of the capability of the healing item/effect!
5892 const nc_color all_state_col = limb_color( bp, true, true, true );
5893 // Broken means no HP can be restored, it requires surgical attention.
5894 const bool limb_is_broken = is_limb_broken( bp );
5895 const bool limb_is_mending = limb_is_broken && worn_with_flag( flag_SPLINT, bp );
5896
5897 if( show_all ) {
5898 e.allowed = true;
5899 } else if( has_curable_effect ) {
5900 e.allowed = true;
5901 } else if( limb_is_broken ) {
5902 e.allowed = false;
5903 } else if( current_hp < maximal_hp && ( e.bonus != 0 || bandage_power > 0.0f ||
5904 disinfectant_power > 0.0f ) ) {
5905 e.allowed = true;
5906 } else {
5907 e.allowed = false;
5908 }
5909
5910 std::string msg;
5911 std::string desc;
5912 bool bleeding = has_effect( effect_bleed, bp_token );
5913 bool bitten = has_effect( effect_bite, bp_token );
5914 bool infected = has_effect( effect_infected, bp_token );
5915 bool bandaged = has_effect( effect_bandaged, bp_token );
5916 bool disinfected = has_effect( effect_disinfected, bp_token );
5917 const int b_power = get_effect_int( effect_bandaged, bp_token );
5918 const int d_power = get_effect_int( effect_disinfected, bp_token );
5919 int new_b_power = static_cast<int>( std::floor( bandage_power ) );
5920 if( bandaged ) {
5921 const effect &eff = get_effect( effect_bandaged, bp_token );
5922 if( new_b_power > eff.get_max_intensity() ) {
5923 new_b_power = eff.get_max_intensity();
5924 }
5925
5926 }
5927 int new_d_power = static_cast<int>( std::floor( disinfectant_power ) );
5928
5929 const auto &aligned_name = std::string( max_bp_name_len - utf8_width( e.name ), ' ' ) + e.name;
5930 std::string hp_str;
5931 if( limb_is_mending ) {
5932 desc += colorize( _( "It is broken but has been set and just needs time to heal." ),
5933 c_blue ) + "\n";
5934 const auto &eff = get_effect( effect_mending, bp_token );
5935 const int mend_perc = eff.is_null() ? 0.0 : 100 * eff.get_duration() / eff.get_max_duration();
5936
5937 if( precise ) {
5938 hp_str = colorize( string_format( "=%2d%%=", mend_perc ), c_blue );
5939 } else {
5940 const int num = mend_perc / 20;
5941 hp_str = colorize( std::string( num, '#' ) + std::string( 5 - num, '=' ), c_blue );
5942 }
5943 } else if( limb_is_broken ) {
5944 desc += colorize( _( "It is broken. It needs a splint or surgical attention." ), c_red ) + "\n";
5945 hp_str = "==%==";
5946 } else if( precise ) {
5947 hp_str = string_format( "%d", current_hp );
5948 } else {
5949 std::pair<std::string, nc_color> h_bar = get_hp_bar( current_hp, maximal_hp, false );
5950 hp_str = colorize( h_bar.first, h_bar.second ) +
5951 colorize( std::string( 5 - utf8_width( h_bar.first ), '.' ), c_white );
5952 }
5953 msg += colorize( aligned_name, all_state_col ) + " " + hp_str;
5954
5955 // BLEEDING block
5956 if( bleeding ) {
5957 desc += colorize( string_format( "%s: %s", get_effect( effect_bleed, bp_token ).get_speed_name(),
5958 get_effect( effect_bleed, bp_token ).disp_short_desc() ), c_red ) + "\n";
5959 if( bleed > 0.0f ) {
5960 desc += colorize( string_format( _( "Chance to stop: %d %%" ),
5961 static_cast<int>( bleed * 100 ) ), c_light_green ) + "\n";
5962 } else {
5963 desc += colorize( _( "This will not stop the bleeding." ),
5964 c_yellow ) + "\n";
5965 }
5966 }
5967 // BANDAGE block
5968 if( bandaged ) {
5969 desc += string_format( _( "Bandaged [%s]" ), texitify_healing_power( b_power ) ) + "\n";
5970 if( new_b_power > b_power ) {
5971 desc += colorize( string_format( _( "Expected quality improvement: %s" ),
5972 texitify_healing_power( new_b_power ) ), c_light_green ) + "\n";
5973 } else if( new_b_power > 0 ) {
5974 desc += colorize( _( "You don't expect any improvement from using this." ), c_yellow ) + "\n";
5975 }
5976 } else if( new_b_power > 0 && e.allowed ) {
5977 desc += colorize( string_format( _( "Expected bandage quality: %s" ),
5978 texitify_healing_power( new_b_power ) ), c_light_green ) + "\n";
5979 }
5980 // BITTEN block
5981 if( bitten ) {
5982 desc += colorize( string_format( "%s: ", get_effect( effect_bite,
5983 bp_token ).get_speed_name() ), c_red );
5984 desc += colorize( _( "It has a deep bite wound that needs cleaning." ), c_red ) + "\n";
5985 if( bite > 0 ) {
5986 desc += colorize( string_format( _( "Chance to clean and disinfect: %d %%" ),
5987 static_cast<int>( bite * 100 ) ), c_light_green ) + "\n";
5988 } else {
5989 desc += colorize( _( "This will not help in cleaning this wound." ), c_yellow ) + "\n";
5990 }
5991 }
5992 // INFECTED block
5993 if( infected ) {
5995 bp_token ).get_speed_name() ), c_red );
5996 desc += colorize( _( "It has a deep wound that looks infected. Antibiotics might be required." ),
5997 c_red ) + "\n";
5998 if( infect > 0 ) {
5999 desc += colorize( string_format( _( "Chance to heal infection: %d %%" ),
6000 static_cast<int>( infect * 100 ) ), c_light_green ) + "\n";
6001 } else {
6002 desc += colorize( _( "This will not help in healing infection." ), c_yellow ) + "\n";
6003 }
6004 }
6005 // DISINFECTANT (general) block
6006 if( disinfected ) {
6007 desc += string_format( _( "Disinfected [%s]" ),
6008 texitify_healing_power( d_power ) ) + "\n";
6009 if( new_d_power > d_power ) {
6010 desc += colorize( string_format( _( "Expected quality improvement: %s" ),
6011 texitify_healing_power( new_d_power ) ), c_light_green ) + "\n";
6012 } else if( new_d_power > 0 ) {
6013 desc += colorize( _( "You don't expect any improvement from using this." ),
6014 c_yellow ) + "\n";
6015 }
6016 } else if( new_d_power > 0 && e.allowed ) {
6017 desc += colorize( string_format(
6018 _( "Expected disinfection quality: %s" ),
6019 texitify_healing_power( new_d_power ) ), c_light_green ) + "\n";
6020 }
6021 // END of blocks
6022
6023 if( ( !e.allowed && !limb_is_broken ) || ( show_all && current_hp == maximal_hp &&
6024 !limb_is_broken && !bitten && !infected && !bleeding ) ) {
6025 desc += colorize( _( "Healthy." ), c_green ) + "\n";
6026 }
6027 if( !e.allowed ) {
6028 desc += colorize( _( "You don't expect any effect from using this." ), c_yellow );
6029 } else {
6030 is_valid_choice = true;
6031 }
6032 bmenu.addentry_desc( i, e.allowed, MENU_AUTOASSIGN, msg, desc );
6033 }
6034
6035 if( !is_valid_choice ) { // no body part can be chosen for this item/effect
6036 bmenu.init();
6037 bmenu.desc_enabled = false;
6038 bmenu.text = _( "No limb would benefit from it." );
6039 bmenu.addentry( parts.size(), true, 'q', "%s", _( "Cancel" ) );
6040 }
6041
6042 bmenu.query();
6043 if( bmenu.ret >= 0 && static_cast<size_t>( bmenu.ret ) < parts.size() &&
6044 parts[bmenu.ret].allowed ) {
6045 return parts[bmenu.ret].hp;
6046 } else {
6047 return num_hp_parts;
6048 }
6049}
int utf8_width(const char *s, const bool ignore_tags)
static const efftype_id effect_bleed("bleed")
static const efftype_id effect_infected("infected")
static const efftype_id effect_bite("bite")
static const std::string flag_SPLINT("SPLINT")
bool worn_with_flag(const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
Returns true if the player is wearing an item with the given flag.
Definition: character.cpp:3251
nc_color limb_color(const bodypart_id &bp, bool bleed, bool bite, bool infect) const
Definition: character.cpp:6051
bool is_limb_broken(const bodypart_id &limb) const
Returns true if the limb is broken.
Definition: character.cpp:1322
virtual void bleed() const
Adds an appropriate blood splatter.
Definition: creature.cpp:131
int get_max_intensity() const
Returns the maximum intensity of an effect.
Definition: effect.cpp:853
time_duration get_duration() const
Returns the remaining duration of an effect.
Definition: effect.cpp:797
bool is_null() const
Returns true if the effect is the result of effect(), ie.
Definition: effect.cpp:553
int ret
Definition: ui.h:412
bool desc_enabled
Definition: ui.h:352
void addentry_desc(const std::string &str, const std::string &desc)
Definition: ui.cpp:942
bool hilight_disabled
Definition: ui.h:366
std::string text
Definition: ui.h:320
void addentry(const std::string &str)
Definition: ui.cpp:932
#define c_white
Definition: color.h:18
#define c_light_gray
Definition: color.h:19
#define c_green
Definition: color.h:22
#define c_light_green
Definition: color.h:28
#define c_blue
Definition: color.h:23
#define c_yellow
Definition: color.h:32
#define c_red
Definition: color.h:21
std::string texitify_healing_power(const int power)
Definition: effect.cpp:1478
void query(bool loop=true, int timeout=-1)
Handle input and update display.
Definition: ui.cpp:828
void init()
Sane defaults on initialization.
Definition: ui.cpp:152
std::pair< std::string, nc_color > get_hp_bar(const int cur_hp, const int max_hp, const bool is_mon)
Definition: output.cpp:1604
hp_part
Definition: pldata.h:32
@ hp_torso
Definition: pldata.h:34
@ hp_leg_r
Definition: pldata.h:38
@ hp_arm_r
Definition: pldata.h:36
@ hp_head
Definition: pldata.h:33
@ hp_arm_l
Definition: pldata.h:35
@ num_hp_parts
Definition: pldata.h:39
@ hp_leg_l
Definition: pldata.h:37
const int MENU_AUTOASSIGN
Definition: ui.h:31

References _, uilist::addentry(), uilist::addentry_desc(), Creature::bleed(), c_blue, c_green, c_light_gray, c_light_green, c_red, c_white, c_yellow, colorize(), uilist::desc_enabled, effect_bandaged, effect_bite, effect_bleed, effect_disinfected, effect_infected, effect_mending, flag_SPLINT(), Creature::get_effect(), Creature::get_effect_int(), get_hp_bar(), effect::get_max_intensity(), Creature::get_part_hp_cur(), Creature::get_part_hp_max(), Creature::has_effect(), uilist::hilight_disabled, hp_arm_l, hp_arm_r, hp_head, hp_leg_l, hp_leg_r, hp_torso, uilist::init(), is_limb_broken(), limb_color(), MENU_AUTOASSIGN, name, num, num_hp_parts, uilist::query(), uilist::ret, string_format(), texitify_healing_power(), uilist::text, utf8_width(), and worn_with_flag().

Referenced by game::npc_menu(), and pick_part_to_heal().

◆ bodypart_exposure()

std::map< bodypart_id, float > Character::bodypart_exposure ( )

Map body parts to their total exposure, from 0.0 (fully covered) to 1.0 (buck naked).

Clothing layers are multiplied, ex. two layers of 50% coverage will leave only 25% exposed. Used to determine suffering effects of albinism and solar sensitivity.

Definition at line 779 of file suffer.cpp.

780{
781 std::map<bodypart_id, float> bp_exposure;
782 // May need to iterate over all body parts several times, so make a copy
783 const std::vector<bodypart_id> all_body_parts = get_all_body_parts();
784
785 // Initially, all parts are assumed to be fully exposed
786 for( const bodypart_id &bp : all_body_parts ) {
787 bp_exposure[bp] = 1.0;
788 }
789 // For every item worn, for every body part, adjust coverage
790 for( const item &it : worn ) {
791 // What body parts does this item cover?
792 body_part_set covered = it.get_covered_body_parts();
793 for( const bodypart_id &bp : all_body_parts ) {
794 if( bp->token != num_bp && !covered.test( bp->token ) ) {
795 continue;
796 }
797 // How much exposure does this item leave on this part? (1.0 == naked)
798 float part_exposure = 1.0 - it.get_coverage() / 100.0f;
799 // Coverage multiplies, so two layers with 50% coverage will together give 75%
800 bp_exposure[bp] = bp_exposure[bp] * part_exposure;
801 }
802 }
803 return bp_exposure;
804}
@ num_bp
Definition: bodypart.h:52
std::vector< bodypart_id > get_all_body_parts(bool only_main=false) const
Returns body parts this creature have.
Definition: creature.cpp:1624
bool test(const body_part &bp) const
Definition: bodypart.h:237

References all_body_parts, Creature::get_all_body_parts(), num_bp, body_part_set::test(), and worn.

Referenced by suffer_from_sunburn().

◆ bodytemp_color()

nc_color Character::bodytemp_color ( int  bp) const

Define color for displaying the body temperature.

Definition at line 10432 of file character.cpp.

10433{
10434 nc_color color = c_light_gray; // default
10435 if( bp == bp_eyes ) {
10436 color = c_light_gray; // Eyes don't count towards warmth
10437 } else if( temp_conv[bp] > BODYTEMP_SCORCHING ) {
10438 color = c_red;
10439 } else if( temp_conv[bp] > BODYTEMP_VERY_HOT ) {
10441 } else if( temp_conv[bp] > BODYTEMP_HOT ) {
10442 color = c_yellow;
10443 } else if( temp_conv[bp] > BODYTEMP_COLD ) {
10444 color = c_green;
10445 } else if( temp_conv[bp] > BODYTEMP_VERY_COLD ) {
10447 } else if( temp_conv[bp] > BODYTEMP_FREEZING ) {
10448 color = c_cyan;
10449 } else if( temp_conv[bp] <= BODYTEMP_FREEZING ) {
10450 color = c_blue;
10451 }
10452 return color;
10453}
#define c_light_blue
Definition: color.h:29
#define c_cyan
Definition: color.h:24
#define c_light_red
Definition: color.h:27
static nc_color color(const T_t &t)
static constexpr int BODYTEMP_SCORCHING
Definition: weather.h:42
static constexpr int BODYTEMP_VERY_HOT
Level 3 hotness.
Definition: weather.h:40
static constexpr int BODYTEMP_VERY_COLD
Frostbite timer will not improve while below this point.
Definition: weather.h:32
static constexpr int BODYTEMP_FREEZING
This value means frostbite occurs at the warmest temperature of 1C. If changed, the temp_conv calcula...
Definition: weather.h:30

References BODYTEMP_COLD, BODYTEMP_FREEZING, BODYTEMP_HOT, BODYTEMP_SCORCHING, BODYTEMP_VERY_COLD, BODYTEMP_VERY_HOT, bp_eyes, c_blue, c_cyan, c_green, c_light_blue, c_light_gray, c_light_red, c_red, c_yellow, color(), and temp_conv.

Referenced by player::print_encumbrance().

◆ bodytemp_modifier_traits()

int Character::bodytemp_modifier_traits ( bool  overheated) const

Correction factor of the body temperature due to traits and mutations.

Definition at line 9534 of file character.cpp.

9535{
9536 int mod = 0;
9537 for( const trait_id &iter : get_mutations() ) {
9538 mod += overheated ? iter->bodytemp_min : iter->bodytemp_max;
9539 }
9540 return mod;
9541}
std::vector< trait_id > get_mutations(bool include_hidden=true) const
Get the idents of all traits/mutations.

References get_mutations().

Referenced by update_bodytemp().

◆ bodytemp_modifier_traits_floor()

int Character::bodytemp_modifier_traits_floor ( ) const

Correction factor of the body temperature due to traits and mutations for player lying on the floor.

Definition at line 9543 of file character.cpp.

9544{
9545 int mod = 0;
9546 for( const trait_id &iter : get_mutations() ) {
9547 mod += iter->bodytemp_sleep;
9548 }
9549 return mod;
9550}

References get_mutations().

Referenced by floor_warmth().

◆ bodyweight()

units::mass Character::bodyweight ( ) const

Definition at line 6857 of file character.cpp.

6858{
6859 return units::from_kilogram( bmi() * std::pow( height() / 100.0f, 2 ) );
6860}
int height() const
Definition: character.cpp:6938
float bmi() const
Definition: character.cpp:6852
constexpr quantity< value_type, mass_in_milligram_tag > from_kilogram(const value_type v)
Definition: units_mass.h:47

References bmi(), units::from_kilogram(), and height().

Referenced by get_weight(), and get_weight_string().

◆ bonus_damage()

float Character::bonus_damage ( bool  random) const

Returns the bonus bashing damage the player deals based on their stats.

Strength increases bashing damage

Definition at line 830 of file melee.cpp.

831{
832 /** @EFFECT_STR increases bashing damage */
833 if( random ) {
834 return rng_float( get_str() / 2.0f, get_str() );
835 }
836
837 return get_str() * 0.75f;
838}
virtual int get_str() const
Getters for stats exclusive to characters.
Definition: character.cpp:4059
type random()
Returns a random direction.
Definition: overmap.cpp:4199
double rng_float(double lo, double hi)
Definition: rng.cpp:28

References get_str(), om_direction::random(), and rng_float().

Referenced by draw_stats_info(), roll_bash_damage(), and set_stats().

◆ bonus_from_enchantments()

double Character::bonus_from_enchantments ( double  base,
enchant_vals::mod  value,
bool  round = false 
) const

Calculate bonus from enchantments for given base value.

Definition at line 8031 of file character.cpp.

8033{
8034 return enchantment_cache->calc_bonus( value, base, round );
8035}
pimpl< enchantment > enchantment_cache
Definition: character.h:2264

References enchantment_cache.

Referenced by armor_enchantment_adjust(), attack_cost(), known_magic::mana_regen_rate(), known_magic::max_mana(), metabolic_rate_base(), and run_cost().

◆ bp_to_hp()

hp_part Character::bp_to_hp ( body_part  bp)
static

Converts a body_part to an hp_part.

Definition at line 6557 of file character.cpp.

6558{
6559 switch( bp ) {
6560 case bp_head:
6561 case bp_eyes:
6562 case bp_mouth:
6563 return hp_head;
6564 case bp_torso:
6565 return hp_torso;
6566 case bp_arm_l:
6567 case bp_hand_l:
6568 return hp_arm_l;
6569 case bp_arm_r:
6570 case bp_hand_r:
6571 return hp_arm_r;
6572 case bp_leg_l:
6573 case bp_foot_l:
6574 return hp_leg_l;
6575 case bp_leg_r:
6576 case bp_foot_r:
6577 return hp_leg_r;
6578 default:
6579 return num_hp_parts;
6580 }
6581}

References bp_arm_l, bp_arm_r, bp_eyes, bp_foot_l, bp_foot_r, bp_hand_l, bp_hand_r, bp_head, bp_leg_l, bp_leg_r, bp_mouth, bp_torso, hp_arm_l, hp_arm_r, hp_head, hp_leg_l, hp_leg_r, hp_torso, and num_hp_parts.

Referenced by iexamine::autodoc(), explosion_handler::shrapnel(), and heal_actor::use_healing_item().

◆ build_mut_dependency_map()

void Character::build_mut_dependency_map ( const trait_id mut,
std::unordered_map< trait_id, int > &  dependency_map,
int  distance 
)

Recursively traverses the mutation's prerequisites and replacements, building up a map.

Definition at line 7894 of file character.cpp.

7896{
7897 // Skip base traits and traits we've seen with a lower distance
7898 const auto lowest_distance = dependency_map.find( mut );
7899 if( !has_base_trait( mut ) && ( lowest_distance == dependency_map.end() ||
7900 distance < lowest_distance->second ) ) {
7901 dependency_map[mut] = distance;
7902 // Recurse over all prerequisite and replacement mutations
7903 const mutation_branch &mdata = mut.obj();
7904 for( const trait_id &i : mdata.prereqs ) {
7905 build_mut_dependency_map( i, dependency_map, distance + 1 );
7906 }
7907 for( const trait_id &i : mdata.prereqs2 ) {
7908 build_mut_dependency_map( i, dependency_map, distance + 1 );
7909 }
7910 for( const trait_id &i : mdata.replacements ) {
7911 build_mut_dependency_map( i, dependency_map, distance + 1 );
7912 }
7913 }
7914}
void build_mut_dependency_map(const trait_id &mut, std::unordered_map< trait_id, int > &dependency_map, int distance)
Recursively traverses the mutation's prerequisites and replacements, building up a map.
Definition: character.cpp:7894
bool has_base_trait(const trait_id &b) const
Returns true if the player has the entered starting trait.
Definition: mutation.cpp:121
const T & obj() const
Returns the actual object this id refers to.
Definition: achievement.cpp:58
std::vector< trait_id > replacements
Definition: mutation.h:280
std::vector< trait_id > prereqs
Definition: mutation.h:275
std::vector< trait_id > prereqs2
Definition: mutation.h:276

References build_mut_dependency_map(), has_base_trait(), string_id< T >::obj(), mutation_branch::prereqs, mutation_branch::prereqs2, mutation_branch::replacements, and second.

Referenced by build_mut_dependency_map(), and set_highest_cat_level().

◆ burn_fuel()

bool Character::burn_fuel ( int  b,
bool  start = false 
)

Convert fuel to bionic power.

Definition at line 1155 of file bionics.cpp.

1156{
1157 bionic &bio = ( *my_bionics )[b];
1158 if( ( bio.info().fuel_opts.empty() && !bio.info().is_remote_fueled ) ||
1160 return true;
1161 }
1162 const bool is_metabolism_powered = bio.is_this_fuel_powered( fuel_type_metabolism );
1163 const bool is_cable_powered = bio.info().is_remote_fueled;
1164 std::vector<itype_id> fuel_available = get_fuel_available( bio.id );
1165 float effective_efficiency = get_effective_efficiency( b, bio.info().fuel_efficiency );
1166
1167 if( is_cable_powered ) {
1168 const itype_id remote_fuel = find_remote_fuel();
1169 if( !remote_fuel.is_empty() ) {
1170 fuel_available.emplace_back( remote_fuel );
1171 if( remote_fuel == fuel_type_sun_light ) {
1172 const item *pack = item_worn_with_flag( "SOLARPACK_ON" );
1173 effective_efficiency = pack != nullptr ? pack->type->solar_efficiency : 0;
1174 }
1175 // TODO: check for available fuel in remote source
1176 } else if( !start ) {
1178 _( "Your %s runs out of fuel and turn off." ),
1179 _( "<npcname>'s %s runs out of fuel and turn off." ),
1180 bio.info().name );
1181 bio.powered = false;
1182 deactivate_bionic( b, true );
1183 return false;
1184 }
1185 }
1186
1187 if( start && fuel_available.empty() ) {
1188 add_msg_player_or_npc( m_bad, _( "Your %s does not have enough fuel to start." ),
1189 _( "<npcname>'s %s does not have enough fuel to start." ),
1190 bio.info().name );
1192 return false;
1193 }
1194 // don't produce power on start to avoid instant recharge exploit by turning bionic ON/OFF
1195 //in the menu
1196 if( !start ) {
1197 for( const itype_id &fuel : fuel_available ) {
1198 const item &tmp_fuel = item( fuel );
1199 const int fuel_energy = tmp_fuel.fuel_energy();
1200 const bool is_perpetual_fuel = tmp_fuel.has_flag( flag_PERPETUAL );
1201
1202 int current_fuel_stock;
1203 if( is_metabolism_powered ) {
1204 current_fuel_stock = std::max( 0.0f, get_stored_kcal() - 0.8f *
1205 max_stored_kcal() );
1206 } else if( is_perpetual_fuel ) {
1207 current_fuel_stock = 1;
1208 } else if( is_cable_powered ) {
1209 current_fuel_stock = std::stoi( get_value( "rem_" + fuel.str() ) );
1210 } else {
1211 current_fuel_stock = std::stoi( get_value( fuel.str() ) );
1212 }
1213
1214 if( !bio.has_flag( flag_SAFE_FUEL_OFF ) &&
1215 get_power_level() + units::from_kilojoule( fuel_energy ) * effective_efficiency
1216 > get_max_power_level() ) {
1217 if( !bio.is_auto_start_keep_full() ) {
1218 if( is_metabolism_powered ) {
1219 add_msg_player_or_npc( m_info, _( "Your %s turns off to not waste calories." ),
1220 _( "<npcname>'s %s turns off to not waste calories." ),
1221 bio.info().name );
1222 } else if( is_perpetual_fuel ) {
1223 add_msg_player_or_npc( m_info, _( "Your %s turns off after filling your power banks." ),
1224 _( "<npcname>'s %s turns off after filling their power banks." ),
1225 bio.info().name );
1226 } else {
1227 add_msg_player_or_npc( m_info, _( "Your %s turns off to not waste fuel." ),
1228 _( "<npcname>'s %s turns off to not waste fuel." ),
1229 bio.info().name );
1230 }
1231 }
1232 bio.powered = false;
1233 deactivate_bionic( b, true );
1234 return false;
1235 } else {
1236 if( current_fuel_stock > 0 ) {
1237 map &here = get_map();
1238 if( is_metabolism_powered ) {
1239 const int kcal_consumed = fuel_energy;
1240 // 1kcal = 4187 J
1241 const units::energy power_gain = kcal_consumed * 4184_J * effective_efficiency;
1242 mod_stored_kcal( -kcal_consumed );
1243 mod_power_level( power_gain );
1244 } else if( is_perpetual_fuel ) {
1245 if( fuel == fuel_type_sun_light && g->is_in_sunlight( pos() ) ) {
1246 const weather_type_id &wtype = current_weather( pos() );
1247 const float tick_sunlight = incident_sunlight( wtype, calendar::turn );
1248 const double intensity = tick_sunlight / default_daylight_level();
1249 mod_power_level( units::from_kilojoule( fuel_energy ) * intensity * effective_efficiency );
1250 } else if( fuel == fuel_type_wind ) {
1251 int vehwindspeed = 0;
1252 const optional_vpart_position vp = here.veh_at( pos() );
1253 if( vp ) {
1254 // vehicle velocity in mph
1255 vehwindspeed = std::abs( vp->vehicle().velocity / 100 );
1256 }
1257 const weather_manager &wm = get_weather();
1258 const double windpower = get_local_windpower( wm.windspeed + vehwindspeed,
1260 g->is_sheltered( pos() ) );
1261 mod_power_level( units::from_kilojoule( fuel_energy ) * windpower * effective_efficiency );
1262 }
1263 } else if( is_cable_powered ) {
1264 int to_consume = 1;
1266 to_consume = 0;
1267 }
1268 const int unconsumed = consume_remote_fuel( to_consume );
1269 if( unconsumed == 0 && to_consume == 1 ) {
1270 mod_power_level( units::from_kilojoule( fuel_energy ) * effective_efficiency );
1271 current_fuel_stock -= 1;
1272 } else if( to_consume == 1 ) {
1273 current_fuel_stock = 0;
1274 }
1275 set_value( "rem_" + fuel.str(), std::to_string( current_fuel_stock ) );
1276 } else {
1277 current_fuel_stock -= 1;
1278 set_value( fuel.str(), std::to_string( current_fuel_stock ) );
1279 update_fuel_storage( fuel );
1280 mod_power_level( units::from_kilojoule( fuel_energy ) * effective_efficiency );
1281 }
1282
1283 heat_emission( b, fuel_energy );
1284 if( bio.info().power_gen_emission ) {
1285 here.emit_field( pos(), bio.info().power_gen_emission );
1286 }
1287 } else {
1288
1289 if( is_metabolism_powered ) {
1291 _( "Stored calories are below the safe threshold, your %s shuts down to preserve your health." ),
1292 _( "Stored calories are below the safe threshold, <npcname>'s %s shuts down to preserve their health." ),
1293 bio.info().name );
1294 } else {
1295 remove_value( fuel.str() );
1297 _( "Your %s runs out of fuel and turn off." ),
1298 _( "<npcname>'s %s runs out of fuel and turn off." ),
1299 bio.info().name );
1300 }
1301
1302 bio.powered = false;
1303 deactivate_bionic( b, true );
1304 return false;
1305 }
1306 }
1307 }
1308 }
1309 return true;
1310}
static const std::string flag_SAFE_FUEL_OFF("SAFE_FUEL_OFF")
static const std::string flag_PERPETUAL("PERPETUAL")
static const itype_id fuel_type_wind("wind")
static const itype_id fuel_type_metabolism("metabolism")
static const itype_id fuel_type_muscle("muscle")
static const itype_id fuel_type_sun_light("sunlight")
double default_daylight_level()
How much light is provided in full daylight.
Definition: calendar.cpp:62
std::string to_string(const time_duration &d)
Returns a string showing a duration.
Definition: calendar.cpp:327
std::vector< itype_id > get_fuel_available(const bionic_id &bio) const
Return list of available fuel for this bionic.
Definition: character.cpp:2074
float get_effective_efficiency(int b, float fuel_efficiency)
Applies modifier to fuel_efficiency and returns the resulting efficiency.
Definition: bionics.cpp:1475
const item * item_worn_with_flag(const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
Returns the first worn item with a given flag.
Definition: character.cpp:3259
virtual void mod_stored_kcal(int nkcal)
Modifiers for need values exclusive to characters.
Definition: character.cpp:4294
void heat_emission(int b, int fuel_energy)
Handle heat from exothermic power generation.
Definition: bionics.cpp:1454
int get_stored_kcal() const
Getter for need values exclusive to characters.
Definition: character.cpp:4289
int consume_remote_fuel(int amount)
Consume fuel used by remote powered bionic, return amount of request unfulfilled (0 if totally succes...
Definition: bionics.cpp:1411
void update_fuel_storage(const itype_id &fuel)
Updates which bionic contain fuel and which is empty.
Definition: character.cpp:2120
itype_id find_remote_fuel(bool look_only=false)
Find fuel used by remote powered bionic.
Definition: bionics.cpp:1357
void set_value(const std::string &key, const std::string &value)
Definition: creature.cpp:1328
float fuel_energy() const
Returns energy of one charge of this item as fuel for an engine.
Definition: item.cpp:6655
const itype * type
Definition: item.h:2156
void emit_field(const tripoint &pos, const emit_id &src, float mul=1.0f)
Runs one cycle of emission src which may result in propagation of fields.
Definition: map_field.cpp:1925
int winddirection
Definition: weather.h:194
const weather_type_id & current_weather(const tripoint &location, const time_point &t)
Definition: weather.cpp:143
int incident_sunlight(const weather_type_id &wtype, const time_point &t)
Amount of sunlight incident at the ground, taking weather and time of day into account.
Definition: weather.cpp:107
emit_id power_gen_emission
Type of field emitted by this bionic when it produces energy.
Definition: bionics.h:75
std::vector< itype_id > fuel_opts
Fuel types that can be used by this bionic.
Definition: bionics.h:63
float fuel_efficiency
Fraction of fuel energy converted to bionic power.
Definition: bionics.h:67
bool has_flag(const std::string &flag) const
Definition: bionics.cpp:2680
bool is_this_fuel_powered(const itype_id &this_fuel) const
Definition: bionics.cpp:2695
float solar_efficiency
Efficiency of solar energy conversion for solarpacks.
Definition: itype.h:1040

References _, Creature::add_msg_player_or_npc(), b, consume_remote_fuel(), current_weather(), deactivate_bionic(), default_daylight_level(), map::emit_field(), find_remote_fuel(), flag_PERPETUAL(), flag_SAFE_FUEL_OFF(), units::from_kilojoule(), bionic_data::fuel_efficiency, item::fuel_energy(), bionic_data::fuel_opts, fuel_type_metabolism, fuel_type_muscle, fuel_type_sun_light, fuel_type_wind, g, get_effective_efficiency(), get_fuel_available(), get_local_windpower(), get_map(), get_max_power_level(), get_power_level(), get_stored_kcal(), Creature::get_value(), get_weather(), global_omt_location(), bionic::has_flag(), item::has_flag(), heat_emission(), bionic::id, incident_sunlight(), bionic::info(), bionic::is_auto_start_keep_full(), string_id< T >::is_empty(), bionic_data::is_remote_fueled, bionic::is_this_fuel_powered(), item_worn_with_flag(), m_bad, m_info, max_stored_kcal(), mod_power_level(), mod_stored_kcal(), bionic_data::name, overmap_buffer, pos(), bionic_data::power_gen_emission, bionic::powered, Creature::remove_value(), Creature::set_value(), itype::solar_efficiency, overmapbuffer::ter(), to_string(), calendar::turn, item::type, update_fuel_storage(), map::veh_at(), weather_manager::winddirection, and weather_manager::windspeed.

Referenced by activate_bionic(), and process_bionic().

◆ burn_move_stamina()

void Character::burn_move_stamina ( int  moves)

Definition at line 7216 of file character.cpp.

7217{
7218 int overburden_percentage = 0;
7219 units::mass current_weight = weight_carried();
7220 // Make it at least 1 gram to avoid divide-by-zero warning
7221 units::mass max_weight = std::max( weight_capacity(), 1_gram );
7222 if( current_weight > max_weight ) {
7223 overburden_percentage = ( current_weight - max_weight ) * 100 / max_weight;
7224 }
7225
7226 int burn_ratio = get_option<int>( "PLAYER_BASE_STAMINA_BURN_RATE" );
7227 for( const bionic_id &bid : get_bionic_fueled_with( item( "muscle" ) ) ) {
7228 if( has_active_bionic( bid ) ) {
7229 burn_ratio = burn_ratio * 2 - 3;
7230 }
7231 }
7232 burn_ratio += overburden_percentage;
7233 if( move_mode == CMM_RUN ) {
7234 burn_ratio = burn_ratio * 7;
7235 }
7236 mod_stamina( -( ( moves * burn_ratio ) / 100.0 ) * stamina_move_cost_modifier() );
7237 add_msg( m_debug, "Stamina burn: %d", -( ( moves * burn_ratio ) / 100 ) );
7238 // Chance to suffer pain if overburden and stamina runs out or has trait BADBACK
7239 // Starts at 1 in 25, goes down by 5 for every 50% more carried
7240 if( ( current_weight > max_weight ) && ( has_trait( trait_BADBACK ) || get_stamina() == 0 ) &&
7241 one_in( 35 - 5 * current_weight / ( max_weight / 2 ) ) ) {
7242 add_msg_if_player( m_bad, _( "Your body strains under the weight!" ) );
7243 // 1 more pain for every 800 grams more (5 per extra STR needed)
7244 if( ( ( current_weight - max_weight ) / 800_gram > get_pain() && get_pain() < 100 ) ) {
7245 mod_pain( 1 );
7246 }
7247 }
7248}
static const trait_id trait_BADBACK("BADBACK")
@ CMM_RUN
Definition: character.h:98
std::vector< bionic_id > get_bionic_fueled_with(const item &it) const
Return bionic_id of bionics able to use it as fuel.
Definition: character.cpp:1926
units::mass weight_carried() const
Definition: character.cpp:2710
void mod_stamina(int mod)
Definition: character.cpp:7206
float stamina_move_cost_modifier() const
Definition: character.cpp:7250
virtual int get_pain() const
Definition: creature.cpp:1363

References _, add_msg(), Creature::add_msg_if_player(), CMM_RUN, get_bionic_fueled_with(), Creature::get_pain(), get_stamina(), has_active_bionic(), has_trait(), m_bad, m_debug, Creature::mod_pain(), mod_stamina(), move_mode, Creature::moves, one_in(), stamina_move_cost_modifier(), trait_BADBACK, weight_capacity(), and weight_carried().

Referenced by avatar_action::swim(), and game::walk_move().

◆ calc_all_parts_hp()

void Character::calc_all_parts_hp ( float  hp_mod = 0.0,
float  hp_adjust = 0.0,
int  str_max = 0 
)

Sets hp for all body parts.

Definition at line 1671 of file character.cpp.

1672{
1673 for( const std::pair<const bodypart_str_id, bodypart> &part : get_body() ) {
1674 bodypart &bp = *get_part( part.first );
1675 int new_max = ( part.first->base_hp + str_max * 3 + hp_adjustment ) * hp_mod;
1676
1677 if( has_trait( trait_id( "GLASSJAW" ) ) && part.first == bodypart_str_id( "head" ) ) {
1678 new_max *= 0.8;
1679 }
1680
1681 float max_hp_ratio = static_cast<float>( new_max ) /
1682 static_cast<float>( bp.get_hp_max() );
1683
1684 int new_cur = std::ceil( static_cast<float>( bp.get_hp_cur() ) * max_hp_ratio );
1685
1686 bp.set_hp_max( std::max( new_max, 1 ) );
1687 bp.set_hp_cur( std::max( std::min( new_cur, new_max ), 0 ) );
1688 }
1689}
string_id< body_part_type > bodypart_str_id
Definition: bodypart.h:22
const std::map< bodypart_str_id, bodypart > & get_body() const
Definition: creature.cpp:1524
bodypart * get_part(const bodypart_id &id)
Definition: creature.cpp:1537
int get_hp_max() const
Definition: bodypart.cpp:400
int get_hp_cur() const
Definition: bodypart.cpp:395
void set_hp_max(int set)
Definition: bodypart.cpp:425
void set_hp_cur(int set)
Definition: bodypart.cpp:420

References Creature::get_body(), bodypart::get_hp_cur(), bodypart::get_hp_max(), Creature::get_part(), has_trait(), bodypart::set_hp_cur(), bodypart::set_hp_max(), str_max, and trait_id.

Referenced by recalc_hp().

◆ calc_encumbrance() [1/2]

std::array< encumbrance_data, num_bp > Character::calc_encumbrance ( ) const
protected

Recalculate encumbrance for all body parts.

Definition at line 3629 of file character.cpp.

3630{
3631 return calc_encumbrance( item() );
3632}
std::array< encumbrance_data, num_bp > calc_encumbrance() const
Recalculate encumbrance for all body parts.
Definition: character.cpp:3629

References calc_encumbrance().

Referenced by calc_encumbrance(), get_encumbrance(), on_item_takeoff(), on_item_wear(), and reset_encumbrance().

◆ calc_encumbrance() [2/2]

std::array< encumbrance_data, num_bp > Character::calc_encumbrance ( const item new_item) const
protected

Recalculate encumbrance for all body parts as if new_item was also worn.

Definition at line 3634 of file character.cpp.

3635{
3636
3637 std::array<encumbrance_data, num_bp> enc;
3638
3639 item_encumb( enc, new_item );
3640 mut_cbm_encumb( enc );
3641
3642 return enc;
3643}
void item_encumb(std::array< encumbrance_data, num_bp > &vals, const item &new_item) const
Applies encumbrance from items only If new_item is not null, then calculate under the asumption that ...
Definition: character.cpp:3952
void mut_cbm_encumb(std::array< encumbrance_data, num_bp > &vals) const
Applies encumbrance from mutations and bionics only.
Definition: character.cpp:4016

References item_encumb(), and mut_cbm_encumb().

◆ calc_needs_rates()

needs_rates Character::calc_needs_rates ( ) const

Definition at line 4887 of file character.cpp.

4888{
4889 const effect &sleep = get_effect( effect_sleep );
4890 const bool has_recycler = has_bionic( bio_recycler );
4891 const bool asleep = !sleep.is_null();
4892
4893 needs_rates rates;
4894 rates.hunger = metabolic_rate();
4895
4896 add_msg_if_player( m_debug, "Metabolic rate: %.2f", rates.hunger );
4897
4898 static const std::string player_thirst_rate( "PLAYER_THIRST_RATE" );
4899 rates.thirst = get_option< float >( player_thirst_rate );
4900 static const std::string thirst_modifier( "thirst_modifier" );
4901 rates.thirst *= 1.0f + mutation_value( thirst_modifier );
4902 static const std::string slows_thirst( "SLOWS_THIRST" );
4903 if( worn_with_flag( slows_thirst ) ) {
4904 rates.thirst *= 0.7f;
4905 }
4906
4907 static const std::string player_fatigue_rate( "PLAYER_FATIGUE_RATE" );
4908 rates.fatigue = get_option< float >( player_fatigue_rate );
4909 static const std::string fatigue_modifier( "fatigue_modifier" );
4910 rates.fatigue *= 1.0f + mutation_value( fatigue_modifier );
4911
4912 // Note: intentionally not in metabolic rate
4913 if( has_recycler ) {
4914 // Recycler won't help much with mutant metabolism - it is intended for human one
4915 rates.hunger = std::min( rates.hunger, std::max( 0.5f, rates.hunger - 0.5f ) );
4916 rates.thirst = std::min( rates.thirst, std::max( 0.5f, rates.thirst - 0.5f ) );
4917 }
4918
4919 if( asleep ) {
4920 static const std::string fatigue_regen_modifier( "fatigue_regen_modifier" );
4921 // Multiplied by 2 to account for legacy (bugged to always apply)
4922 // bonus for sleeping over 2 hours
4923 rates.recovery = 2.0f * ( 1.0f + mutation_value( fatigue_regen_modifier ) );
4924 if( is_hibernating() ) {
4925 // Hunger and thirst advance *much* more slowly whilst we hibernate.
4926 rates.hunger *= ( 1.0f / 7.0f );
4927 rates.thirst *= ( 1.0f / 7.0f );
4928 }
4929 rates.recovery -= static_cast<float>( get_perceived_pain() ) / 60;
4930
4931 } else {
4932 rates.recovery = 0;
4933 }
4934
4936 // Much of the body's needs are taken care of by the trees.
4937 // Hair Roots don't provide any bodily needs.
4939 rates.hunger *= 0.5f;
4940 rates.thirst *= 0.5f;
4941 rates.fatigue *= 0.5f;
4942 }
4943 }
4944
4946 // Transpiration, the act of moving nutrients with evaporating water, can take a very heavy toll on your thirst when it's really hot.
4947 rates.thirst *= ( ( get_weather().get_temperature( pos() ) - 32.5f ) / 40.0f );
4948 }
4949
4950 if( is_npc() ) {
4951 rates.hunger *= 0.25f;
4952 rates.thirst *= 0.25f;
4953 }
4954
4955 return rates;
4956}
static const activity_id ACT_TREE_COMMUNION("ACT_TREE_COMMUNION")
static const trait_id trait_ROOTS2("ROOTS2")
static const bionic_id bio_recycler("bio_recycler")
static const efftype_id effect_sleep("sleep")
static const trait_id trait_TRANSPIRATION("TRANSPIRATION")
static const trait_id trait_ROOTS3("ROOTS3")
float metabolic_rate() const
Current metabolic rate due to traits, hunger, speed, etc.
bool is_hibernating() const
Returns if the player has hibernation mutation and is asleep and well fed.
Definition: character.cpp:5137
bool has_activity(const activity_id &type) const
Check if player currently has a given activity.
Definition: character.cpp:9215
virtual int get_perceived_pain() const
Definition: creature.cpp:1368
int get_temperature(const tripoint &location) const
Definition: weather.cpp:1107
static void sleep()
float hunger
Definition: player.h:93
float recovery
Definition: player.h:95
float fatigue
Definition: player.h:94
float thirst
Definition: player.h:92

References ACT_TREE_COMMUNION, Creature::add_msg_if_player(), bio_recycler, effect_sleep, needs_rates::fatigue, Creature::get_effect(), Creature::get_perceived_pain(), weather_manager::get_temperature(), get_weather(), has_activity(), has_bionic(), has_trait(), needs_rates::hunger, is_hibernating(), Creature::is_npc(), m_debug, metabolic_rate(), mutation_value(), pos(), needs_rates::recovery, sleep(), needs_rates::thirst, trait_ROOTS2, trait_ROOTS3, trait_TRANSPIRATION, and worn_with_flag().

Referenced by update_needs(), and update_stomach().

◆ can_consume()

bool Character::can_consume ( const item it) const

Check character's capability of consumption overall.

Definition at line 1511 of file consumption.cpp.

1512{
1513 if( can_consume_as_is( it ) ) {
1514 return true;
1515 }
1516 // Checking NO_RELOAD to prevent consumption of `battery` when contained in `battery_car` (#20012)
1517 return !it.is_container_empty() && !it.has_flag( flag_NO_RELOAD ) &&
1519}
bool can_consume_as_is(const item &it) const
Check whether character can consume this very item.
item & front()
this is an artifact of the previous code using front() everywhere for contents.
bool is_container_empty() const
Whether this item has no contents at all.
Definition: item.cpp:6676
static const std::string flag_NO_RELOAD("NO_RELOAD")

References can_consume_as_is(), item::contents, flag_NO_RELOAD(), item_contents::front(), item::has_flag(), and item::is_container_empty().

Referenced by find_auto_consume(), and rate_action_eat().

◆ can_consume_as_is()

bool Character::can_consume_as_is ( const item it) const

Check whether character can consume this very item.

Definition at line 1501 of file consumption.cpp.

1502{
1503 return it.is_comestible() || can_consume_for_bionic( it );
1504}
bool can_consume_for_bionic(const item &it) const
bool is_comestible() const
Definition: item.cpp:6426

References can_consume_for_bionic(), and item::is_comestible().

Referenced by can_consume(), player::consume(), avatar_action::eat(), and get_consumable_from().

◆ can_consume_for_bionic()

bool Character::can_consume_for_bionic ( const item it) const

Definition at line 1506 of file consumption.cpp.

1507{
1509}
rechargeable_cbm get_cbm_rechargeable_with(const item &it) const

References get_cbm_rechargeable_with(), and none.

Referenced by can_consume_as_is().

◆ can_eat()

ret_val< edible_rating > Character::can_eat ( const item food) const

Can the food be [theoretically] eaten no matter the consequen ces?

Definition at line 637 of file consumption.cpp.

638{
639
640 const auto &comest = food.get_comestible();
641 if( !comest ) {
642 return ret_val<edible_rating>::make_failure( _( "That doesn't look edible." ) );
643 }
644
645 if( food.has_flag( flag_INEDIBLE ) ) {
646 if( ( food.has_flag( flag_CATTLE ) && !has_trait( trait_THRESH_CATTLE ) ) ||
649 ( food.has_flag( flag_BIRD ) && !has_trait( trait_THRESH_BIRD ) ) ) {
650 return ret_val<edible_rating>::make_failure( _( "That doesn't look edible to you." ) );
651 }
652 }
653
654 if( food.is_craft() ) {
655 return ret_val<edible_rating>::make_failure( _( "That doesn't look edible in its current form." ) );
656 }
657
658 if( food.has_own_flag( "DIRTY" ) ) {
660 _( "This is full of dirt after being on the ground." ) );
661 }
662
663 const bool eat_verb = food.has_flag( flag_USE_EAT_VERB );
664 const bool edible = eat_verb || comest->comesttype == comesttype_FOOD;
665 const bool drinkable = !eat_verb && comest->comesttype == comesttype_DRINK;
666
667 // TODO: This condition occurs way too often. Unify it.
668 // update Sep. 26 2018: this apparently still occurs way too often. yay!
670 return ret_val<edible_rating>::make_failure( _( "You can't do that while underwater." ) );
671 }
672
673 if( edible || drinkable ) {
674 for( const auto &elem : food.type->materials ) {
675 if( !elem->edible() ) {
676 return ret_val<edible_rating>::make_failure( _( "That doesn't look edible in its current form." ) );
677 }
678 }
679 }
680
681 if( !comest->tool.is_null() ) {
682 const bool has = item::count_by_charges( comest->tool )
683 ? has_charges( comest->tool, 1 )
684 : has_amount( comest->tool, 1 );
685 if( !has ) {
687 string_format( _( "You need a %s to consume that!" ),
688 item::nname( comest->tool ) ) );
689 }
690 }
691
692 // For all those folks who loved eating marloss berries. D:< mwuhahaha
694 !food.has_flag( flag_NO_INGEST ) ) {
696 _( "We can't eat that. It's not right for us." ) );
697 }
698 // Here's why PROBOSCIS is such a negative trait.
699 if( has_trait( trait_PROBOSCIS ) && !( drinkable || food.is_medication() ) ) {
701 _( "Ugh, you can't drink that!" ) );
702 }
703
704 if( has_trait( trait_CARNIVORE ) && nutrition_for( food ) > 0 &&
707 _( "Eww. Inedible plant stuff!" ) );
708 }
709
712 // Like non-cannibal, but more strict!
714 _( "The thought of eating that makes you feel sick." ) );
715 }
716
717 for( const trait_id &mut : get_mutations() ) {
718 if( !food.made_of_any( mut.obj().can_only_eat ) && !mut.obj().can_only_eat.empty() &&
719 !food.has_flag( flag_NO_INGEST ) ) {
721 _( "You can't eat this." ) );
722 }
723 }
724
726}
bool has_charges(const itype_id &it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >) const
Definition: character.cpp:9591
int nutrition_for(const item &comest) const
Handles the nutrition value for a comestible.
virtual bool is_underwater() const
Definition: creature.cpp:174
bool count_by_charges() const
Definition: item.cpp:5844
const cata::value_ptr< islot_comestible > & get_comestible() const
Definition: item.cpp:9940
static std::string nname(const itype_id &id, unsigned int quantity=1)
Returns the translated item name for the item with given id.
Definition: item.cpp:9738
bool is_craft() const
Definition: item.cpp:6757
bool made_of_any(const std::set< material_id > &mat_idents) const
Check we are made of at least one of a set (e.g.
Definition: item.cpp:6274
bool is_medication() const
Definition: item.cpp:6437
bool has_any_flag(const Container &flags) const
Definition: item.h:1402
bool has_own_flag(const std::string &flag) const
Checks whether item itself has given flag (doesn't check item type or gunmods).
Definition: item.cpp:5176
static ret_val make_success(T val=default_success::value)
Definition: ret_val.h:42
static ret_val make_failure(T val=default_failure::value)
Definition: ret_val.h:46
bool has_amount(const itype_id &what, int qty, bool pseudo=true, const std::function< bool(const item &)> &filter=return_true< item >) const
Check instance provides at least qty of an item (.
Definition: visitable.cpp:1108
static const trait_id trait_RUMINANT("RUMINANT")
const std::vector< std::string > carnivore_blacklist
static const std::string flag_INEDIBLE("INEDIBLE")
static const trait_id trait_HERBIVORE("HERBIVORE")
static const trait_id trait_CARNIVORE("CARNIVORE")
static const std::string comesttype_DRINK("DRINK")
static const trait_id trait_THRESH_BIRD("THRESH_BIRD")
const std::vector< std::string > herbivore_blacklist(temparray.begin(), temparray.end())
static const std::string flag_BIRD("BIRD")
static const trait_id trait_PROBOSCIS("PROBOSCIS")
static const std::string flag_USE_EAT_VERB("USE_EAT_VERB")
static const std::string flag_MYCUS_OK("MYCUS_OK")
static const std::string flag_CATTLE("CATTLE")
static const trait_id trait_THRESH_LUPINE("THRESH_LUPINE")
static const trait_id trait_THRESH_CATTLE("THRESH_CATTLE")
static const trait_id trait_THRESH_FELINE("THRESH_FELINE")
static const std::string comesttype_FOOD("FOOD")
static const std::string flag_CARNIVORE_OK("CARNIVORE_OK")
static const trait_id trait_WATERSLEEP("WATERSLEEP")
static const std::string flag_FELINE("FELINE")
static const trait_id trait_M_DEPENDENT("M_DEPENDENT")
static const std::string flag_NO_INGEST("NO_INGEST")
static const std::string flag_LUPINE("LUPINE")
std::vector< material_id > materials
Definition: itype.h:922

References _, carnivore_blacklist, comesttype_DRINK(), comesttype_FOOD(), item::count_by_charges(), edible, flag_BIRD(), flag_CARNIVORE_OK(), flag_CATTLE(), flag_FELINE(), flag_INEDIBLE(), flag_LUPINE(), flag_MYCUS_OK(), flag_NO_INGEST(), flag_USE_EAT_VERB(), item::get_comestible(), get_mutations(), visitable< Character >::has_amount(), item::has_any_flag(), has_charges(), item::has_flag(), item::has_own_flag(), has_trait(), herbivore_blacklist(), inedible_mutation, item::is_craft(), item::is_medication(), item::is_null(), Creature::is_underwater(), item::made_of_any(), ret_val< T >::make_failure(), ret_val< T >::make_success(), itype::materials, item::nname(), no_tool, nutrition_for(), string_format(), trait_CARNIVORE, trait_HERBIVORE, trait_M_DEPENDENT, trait_PROBOSCIS, trait_RUMINANT, trait_THRESH_BIRD, trait_THRESH_CATTLE, trait_THRESH_FELINE, trait_THRESH_LUPINE, trait_WATERSLEEP, and item::type.

Referenced by can_feed_furnace_with(), can_feed_reactor_with(), player::eat(), and will_eat().

◆ can_estimate_rot()

bool Character::can_estimate_rot ( ) const

True if the character has enough skill (in cooking or survival) to estimate time to rot.

Definition at line 1496 of file consumption.cpp.

1497{
1499}
static const skill_id skill_survival("survival")
static const skill_id skill_cooking("cooking")

References get_skill_level(), skill_cooking, and skill_survival.

◆ can_feed_furnace_with()

bool Character::can_feed_furnace_with ( const item it) const

Definition at line 1320 of file consumption.cpp.

1321{
1322 if( !it.flammable() || it.has_flag( flag_RADIOACTIVE ) || can_eat( it ).success() ) {
1323 return false;
1324 }
1325
1326 if( !has_active_bionic( bio_furnace ) ) {
1327 return false;
1328 }
1329
1330 // Not even one charge fits
1331 if( it.charges_per_volume( furnace_max_volume ) < 1 ) {
1332 return false;
1333 }
1334
1335 return !it.has_flag( flag_CORPSE );
1336}
ret_val< edible_rating > can_eat(const item &food) const
Can the food be [theoretically] eaten no matter the consequen ces?
bool flammable(int threshold=0) const
Whether the items is flammable.
Definition: item.cpp:8148
int charges_per_volume(const units::volume &vol) const
Number of (charges of) this item that fit into the given volume.
Definition: item.cpp:860
const units::volume furnace_max_volume(3_liter)
static const bionic_id bio_furnace("bio_furnace")
static const std::string flag_CORPSE("CORPSE")
static const std::string flag_RADIOACTIVE("RADIOACTIVE")

References bio_furnace, can_eat(), item::charges_per_volume(), flag_CORPSE(), flag_RADIOACTIVE(), item::flammable(), furnace_max_volume, has_active_bionic(), item::has_flag(), and behavior::success.

Referenced by feed_furnace_with(), and get_cbm_rechargeable_with().

◆ can_feed_reactor_with()

bool Character::can_feed_reactor_with ( const item it) const

Determine character's capability of recharging their CBMs.

Definition at line 1273 of file consumption.cpp.

1274{
1275 static const std::set<ammotype> acceptable = {{
1276 ammotype( "reactor_slurry" ),
1277 ammotype( "plutonium" )
1278 }
1279 };
1280
1281 if( !it.is_ammo() || can_eat( it ).success() ) {
1282 return false;
1283 }
1284
1286 return false;
1287 }
1288
1289 return std::any_of( acceptable.begin(), acceptable.end(), [ &it ]( const ammotype & elem ) {
1290 return it.ammo_type() == elem;
1291 } );
1292}
bool is_ammo() const
Definition: item.cpp:6421
static const bionic_id bio_reactor("bio_reactor")
static const bionic_id bio_advreactor("bio_advreactor")
string_id< ammunition_type > ammotype
Definition: type_id.h:12

References bio_advreactor, bio_reactor, can_eat(), has_active_bionic(), item::is_ammo(), and behavior::success.

Referenced by feed_reactor_with(), and get_cbm_rechargeable_with().

◆ can_fuel_bionic_with()

bool Character::can_fuel_bionic_with ( const item it) const

Returns true if the character can fuel a bionic with the item.

Definition at line 1910 of file character.cpp.

1911{
1912 if( !it.is_fuel() ) {
1913 return false;
1914 }
1915
1916 for( const bionic_id &bid : get_bionics() ) {
1917 for( const itype_id &fuel : bid->fuel_opts ) {
1918 if( fuel == it.typeId() ) {
1919 return true;
1920 }
1921 }
1922 }
1923 return false;
1924}
const itype_id & typeId() const
return the unique identifier of the items underlying type
Definition: item.cpp:8185
bool is_fuel() const
Definition: item.cpp:6599

References get_bionics(), item::is_fuel(), and item::typeId().

Referenced by fuel_bionic_with(), and get_cbm_rechargeable_with().

◆ can_hear()

bool Character::can_hear ( const tripoint source,
int  volume 
) const

Definition at line 10251 of file character.cpp.

10252{
10253 if( is_deaf() ) {
10254 return false;
10255 }
10256
10257 // source is in-ear and at our square, we can hear it
10258 if( source == pos() && volume == 0 ) {
10259 return true;
10260 }
10261 const int dist = rl_dist( source, pos() );
10262 const float volume_multiplier = hearing_ability();
10263 return ( volume - get_weather().weather_id->sound_attn ) * volume_multiplier >= dist;
10264}
float hearing_ability() const
bool is_deaf() const
Definition: character.cpp:4481
quantity< int, volume_in_milliliter_tag > volume
Definition: units_volume.h:16

References get_weather(), hearing_ability(), is_deaf(), pos(), and rl_dist().

Referenced by game::chat(), iuse::geiger(), iuse::play_music(), iuse::talking_doll(), and musical_instrument_actor::use().

◆ can_install_bionics()

bool Character::can_install_bionics ( const itype type,
player installer,
bool  autodoc = false,
int  skill_level = -1 
)

Is the installation possible.

Definition at line 2157 of file bionics.cpp.

2159{
2160 if( !type.bionic ) {
2161 debugmsg( "Tried to install NULL bionic" );
2162 return false;
2163 }
2164 if( is_mounted() ) {
2165 return false;
2166 }
2167
2168 const bionic_id &bioid = type.bionic->id;
2169 const int difficult = type.bionic->difficulty;
2170 float adjusted_skill;
2171
2172 if( autodoc ) {
2173 adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
2176 skill_level );
2177 } else {
2178 adjusted_skill = installer.bionics_adjusted_skill( skill_electronics,
2181 skill_level );
2182 }
2183 int chance_of_success = bionic_manip_cos( adjusted_skill, difficult );
2184
2185 std::vector<std::string> conflicting_muts;
2186 for( const trait_id &mid : bioid->canceled_mutations ) {
2187 if( has_trait( mid ) ) {
2188 conflicting_muts.push_back( mid->name() );
2189 }
2190 }
2191
2192 if( !conflicting_muts.empty() &&
2193 !query_yn(
2194 _( "Installing this bionic will remove the conflicting traits: %s. Continue anyway?" ),
2195 enumerate_as_string( conflicting_muts ) ) ) {
2196 return false;
2197 }
2198
2199 const std::map<bodypart_id, int> &issues = bionic_installation_issues( bioid );
2200 // show all requirements which are not satisfied
2201 if( !issues.empty() ) {
2202 std::string detailed_info;
2203 for( auto &elem : issues ) {
2204 //~ <Body part name>: <number of slots> more slot(s) needed.
2205 detailed_info += string_format( _( "\n%s: %i more slot(s) needed." ),
2206 body_part_name_as_heading( elem.first->token, 1 ),
2207 elem.second );
2208 }
2209 popup( _( "Not enough space for bionic installation!%s" ), detailed_info );
2210 return false;
2211 }
2212
2213 if( chance_of_success >= 100 ) {
2214 if( !g->u.query_yn(
2215 _( "Are you sure you wish to install the selected bionic?" ),
2216 100 - chance_of_success ) ) {
2217 return false;
2218 }
2219 } else {
2220 if( autodoc ) {
2221 if( !g->u.query_yn(
2222 _( "WARNING: There is a %i percent chance of complications, such as damage or faulty installation! Continue anyway?" ),
2223 ( 100 - chance_of_success ) ) ) {
2224 return false;
2225 }
2226 } else {
2227 if( !g->u.query_yn(
2228 _( "WARNING: There is a %i percent chance of complications, such as damage or faulty installation! The following skills affect self-installation: First Aid, Electronics, and Mechanics.\n\nContinue anyway?" ),
2229 ( 100 - chance_of_success ) ) ) {
2230 return false;
2231 }
2232 }
2233 }
2234
2235 return true;
2236}
int bionic_manip_cos(float adjusted_skill, int bionic_difficulty)
Definition: bionics.cpp:1888
static const skill_id skill_mechanics("mechanics")
static const skill_id skill_computer("computer")
static const skill_id skill_firstaid("firstaid")
static const skill_id skill_electronics("electronics")
std::string body_part_name_as_heading(body_part bp, int number)
Returns the name of the body parts in a context where the name is used as a heading or title e....
Definition: bodypart.cpp:341
std::map< bodypart_id, int > bionic_installation_issues(const bionic_id &bioid) const
Definition: bionics.cpp:2506
float bionics_adjusted_skill(const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
Calculate skill for (un)installing bionics.
Definition: bionics.cpp:1845
void autodoc(player &p, const tripoint &examp)
Definition: iexamine.cpp:4718
int popup(const std::string &text, PopupFlags flags)
Definition: output.cpp:764
std::string enumerate_as_string(const _Container &values, enumeration_conjunction conj=enumeration_conjunction::and_)
Definition: output.h:679
std::vector< trait_id > canceled_mutations
Mutations/trait that are removed upon installing this CBM.
Definition: bionics.h:104
std::string name() const

References _, iexamine::autodoc(), bionic_installation_issues(), bionic_manip_cos(), bionics_adjusted_skill(), body_part_name_as_heading(), bionic_data::canceled_mutations, debugmsg, enumerate_as_string(), g, has_trait(), is_mounted(), mutation_branch::name(), popup(), query_yn(), skill_computer, skill_electronics, skill_firstaid, skill_mechanics, string_format(), and type.

Referenced by iexamine::autodoc(), and install_bionic_actor::use().

◆ can_install_cbm_on_bp()

bool Character::can_install_cbm_on_bp ( const std::vector< bodypart_id > &  bps) const

Definition at line 456 of file mutation.cpp.

457{
458 bool can_install = true;
459 for( const trait_id &mut : get_mutations() ) {
460 for( const bodypart_id &bp : bps ) {
461 if( mut.obj().no_cbm_on_bp.count( bp.id() ) ) {
462 can_install = false;
463 break;
464 }
465 }
466 }
467 return can_install;
468}

References get_mutations().

Referenced by bionic_install_preset::get_denial().

◆ can_miss_recovery()

bool Character::can_miss_recovery ( const item weap) const

Returns true if the player is able to use a miss recovery technique.

Definition at line 948 of file martialarts.cpp.

949{
950 if( !martial_arts_data->has_miss_recovery_tec( weap ) ) {
951 return false;
952 }
953
954 ma_technique tec = martial_arts_data->get_miss_recovery_tec( weap );
955
956 return tec.is_valid_character( *this );
957}
bool is_valid_character(const Character &u) const

References ma_technique::is_valid_character(), and martial_arts_data.

Referenced by melee_attack().

◆ can_mount()

bool Character::can_mount ( const monster critter) const

Definition at line 508 of file monexamine.cpp.

509{
510 const auto &avoid = get_path_avoid();
511 auto route = g->m.route( pos(), critter.pos(), get_pathfinding_settings(), avoid );
512
513 if( route.empty() ) {
514 return false;
515 }
516 return ( critter.has_flag( MF_PET_MOUNTABLE ) && critter.friendly == -1 &&
517 !critter.has_effect( effect_ai_waiting ) && !critter.has_effect( effect_ridden ) ) &&
518 ( ( critter.has_effect( effect_saddled ) && get_skill_level( skill_survival ) >= 1 ) ||
519 get_skill_level( skill_survival ) >= 4 ) && ( critter.get_size() >= ( get_size() + 1 ) &&
520 get_weight() <= critter.get_weight() * critter.get_mountable_weight_ratio() );
521}
units::mass get_weight() const override
Returns body weight plus weight of inventory and worn/wielded items.
Definition: character.cpp:3645
std::set< tripoint > get_path_avoid() const override
Returns a set of points we do not want to path through.
Definition: character.cpp:9939
m_size get_size() const override
Get size class of character.
Definition: character.cpp:536
const pathfinding_settings & get_pathfinding_settings() const override
Returns settings for pathfinding.
Definition: character.cpp:9953
bool has_flag(m_flag f) const override
Definition: monster.cpp:869
m_size get_size() const override
Definition: monster.cpp:2668
const tripoint & pos() const override
Definition: monster.cpp:255
units::mass get_weight() const override
Definition: monster.cpp:2673
float get_mountable_weight_ratio() const
Definition: monster.cpp:2904
static const efftype_id effect_ai_waiting("ai_waiting")
static const efftype_id effect_ridden("ridden")
static const efftype_id effect_saddled("monster_saddled")
static const skill_id skill_survival("survival")
@ MF_PET_MOUNTABLE
Definition: mtype.h:164

References effect_ai_waiting, effect_ridden, effect_saddled, monster::friendly, g, monster::get_mountable_weight_ratio(), get_path_avoid(), get_pathfinding_settings(), get_size(), monster::get_size(), get_skill_level(), get_weight(), monster::get_weight(), Creature::has_effect(), monster::has_flag(), MF_PET_MOUNTABLE, pos(), monster::pos(), and skill_survival.

Referenced by talk_function::find_mount(), and activity_handlers::find_mount_do_turn().

◆ can_pick_volume() [1/2]

bool Character::can_pick_volume ( const item it) const

Definition at line 2878 of file character.cpp.

2879{
2880 inventory projected = inv;
2881 projected.add_item( it, true );
2882 return projected.volume() <= volume_capacity();
2883}
item & add_item(item newit, bool keep_invlet=false, bool assign_invlet=true, bool should_stack=true)
Definition: inventory.cpp:285
units::volume volume() const
Definition: inventory.cpp:1057

References inventory::add_item(), inv, inventory::volume(), and volume_capacity().

Referenced by player::add_or_drop_with_msg(), pickup_inventory_preset::get_denial(), give_item_to(), handle_harvest(), handle_problematic_pickup(), i_add_or_drop(), npc::mug_player(), pick_one_up(), conditional_t< T >::set_can_stow_weapon(), set_item_inventory(), and starting_inv().

◆ can_pick_volume() [2/2]

bool Character::can_pick_volume ( units::volume  volume) const

Definition at line 2885 of file character.cpp.

2886{
2887 // Might not be 100% true because some items restack to a very tiny bit less
2888 // but close enough not to matter
2889 return inv.volume() + volume <= volume_capacity();
2890}

References inv, inventory::volume(), and volume_capacity().

◆ can_pick_weight() [1/2]

bool Character::can_pick_weight ( const item it,
bool  safe = true 
) const

Definition at line 2892 of file character.cpp.

2893{
2894 return can_pick_weight( it.weight(), safe );
2895}
bool can_pick_weight(const item &it, bool safe=true) const
Definition: character.cpp:2892
units::mass weight(bool include_contents=true, bool integral=false) const
Definition: item.cpp:4833
void safe(player &p, const tripoint &examp)
Attempt to crack safe through audio-feedback manual lock manipulation.
Definition: iexamine.cpp:1408

References can_pick_weight(), iexamine::safe(), and item::weight().

Referenced by player::add_or_drop_with_msg(), can_pick_weight(), pickup_inventory_preset::get_denial(), give_item_to(), handle_harvest(), i_add_or_drop(), npc::mug_player(), pick_one_up(), and set_item_inventory().

◆ can_pick_weight() [2/2]

bool Character::can_pick_weight ( units::mass  weight,
bool  safe = true 
) const

Definition at line 2897 of file character.cpp.

2898{
2899 if( !safe ) {
2900 // Character can carry up to four times their maximum weight
2901 return ( weight_carried() + weight <= ( has_trait( trait_DEBUG_STORAGE ) ?
2902 units::mass_max : weight_capacity() * 4 ) );
2903 } else {
2904 return ( weight_carried() + weight <= weight_capacity() );
2905 }
2906}
static const trait_id trait_DEBUG_STORAGE("DEBUG_STORAGE")
constexpr mass mass_max
Definition: units_mass.h:27

References has_trait(), units::mass_max, iexamine::safe(), trait_DEBUG_STORAGE, weight_capacity(), and weight_carried().

◆ can_run()

bool Character::can_run ( )

source of truth of whether a Character can run

Definition at line 1327 of file character.cpp.

1328{
1329 return ( get_stamina() > get_stamina_max() * 0.1f ) && get_working_leg_count() >= 2;
1330}
int get_working_leg_count() const
Returns the number of functioning legs.
Definition: character.cpp:1303

References get_stamina(), get_stamina_max(), and get_working_leg_count().

Referenced by game::on_move_effects(), and avatar::set_movement_mode().

◆ can_swap()

ret_val< bool > Character::can_swap ( const item it) const

Check player capable of swapping the side of a worn item.

Parameters
itThing to be swapped

Definition at line 3155 of file character.cpp.

3156{
3157 if( it.has_flag( flag_POWERARMOR_MOD ) ) {
3158 int max_layer = 2;
3159 std::vector< std::pair< body_part, int > > mod_parts;
3160 body_part bp = num_bp;
3161 bodypart_str_id bpid;
3162 for( std::size_t i = 0; i < static_cast< body_part >( num_bp ); ++i ) {
3163 bp = static_cast< body_part >( i );
3164 bpid = convert_bp( bp );
3165 if( it.get_covered_body_parts().test( bp ) && bpid->part_side != side::BOTH ) {
3166 mod_parts.emplace_back( bp, 0 );
3167 }
3168 }
3169 for( auto &elem : worn ) {
3170 for( std::pair< body_part, int > &mod_part : mod_parts ) {
3171 bpid = convert_bp( mod_part.first );
3172 if( elem.get_covered_body_parts().test( bpid->opposite_part->token ) &&
3173 elem.has_flag( flag_POWERARMOR_MOD ) ) {
3174 mod_part.second++;
3175 }
3176 }
3177 }
3178 for( std::pair< body_part, int > &mod_part : mod_parts ) {
3179 bpid = convert_bp( mod_part.first );
3180 if( mod_part.second >= max_layer ) {
3181 return ret_val<bool>::make_failure( _( "There is no space on the opposite side!" ) );
3182 }
3183 }
3184 }
3185
3187}
const bodypart_str_id & convert_bp(body_part bp)
Returns the new id for old token.
Definition: bodypart.cpp:185
static const std::string flag_POWERARMOR_MOD("POWERARMOR_MOD")
side part_side
Definition: bodypart.h:124
body_part token
Definition: bodypart.h:106
bodypart_str_id opposite_part
Definition: bodypart.h:122

References _, BOTH, convert_bp(), flag_POWERARMOR_MOD(), item::get_covered_body_parts(), item::has_flag(), ret_val< T >::make_failure(), ret_val< T >::make_success(), num_bp, body_part_type::opposite_part, body_part_type::part_side, body_part_set::test(), body_part_type::token, and worn.

Referenced by change_side().

◆ can_uninstall_bionic()

bool Character::can_uninstall_bionic ( const bionic_id b_id,
player installer,
bool  autodoc = false,
int  skill_level = -1 
)

Is The uninstallation possible.

Definition at line 1909 of file bionics.cpp.

1911{
1912 // If malfunctioning bionics doesn't have associated item it gets predefined difficulty
1913 int difficulty = BIONIC_NOITEM_DIFFICULTY;
1914 if( b_id->itype().is_valid() ) {
1915 const itype *type = &*b_id->itype();
1916 if( type->bionic ) {
1917 difficulty = type->bionic->difficulty;
1918 }
1919 }
1920
1921 if( !has_bionic( b_id ) ) {
1922 popup( _( "%s don't have this bionic installed." ), disp_name() );
1923 return false;
1924 }
1925
1926 if( b_id == bio_blaster ) {
1927 popup( _( "Removing %s Fusion Blaster Arm would leave %s with a useless stump." ),
1928 disp_name( true ), disp_name() );
1929 return false;
1930 }
1931
1932 if( ( b_id == bio_reactor ) || ( b_id == bio_advreactor ) ) {
1933 if( !g->u.query_yn(
1934 _( "WARNING: Removing a reactor may leave radioactive material! Remove anyway?" ) ) ) {
1935 return false;
1936 }
1937 }
1938
1939 for( const bionic_id &bid : get_bionics() ) {
1940 if( bid->is_included( b_id ) ) {
1941 popup( _( "%s must remove the %s bionic to remove the %s." ), installer.disp_name(),
1942 bid->name, b_id->name );
1943 return false;
1944 }
1945 }
1946
1947 if( b_id == bio_eye_optic ) {
1948 popup( _( "The Telescopic Lenses are part of %s eyes now. Removing them would leave %s blind." ),
1949 disp_name( true ), disp_name() );
1950 return false;
1951 }
1952
1953 // removal of bionics adds +2 difficulty over installation
1954 float adjusted_skill;
1955 if( autodoc ) {
1956 adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
1959 skill_level );
1960 } else {
1961 adjusted_skill = installer.bionics_adjusted_skill( skill_electronics,
1964 skill_level );
1965 }
1966 int chance_of_success = bionic_manip_cos( adjusted_skill, difficulty + 2 );
1967
1968 if( chance_of_success >= 100 ) {
1969 if( !g->u.query_yn(
1970 _( "Are you sure you wish to uninstall the selected bionic?" ),
1971 100 - chance_of_success ) ) {
1972 return false;
1973 }
1974 } else {
1975 if( !g->u.query_yn(
1976 _( "WARNING: %i percent chance of SEVERE damage to all body parts! Continue anyway?" ),
1977 ( 100 - static_cast<int>( chance_of_success ) ) ) ) {
1978 return false;
1979 }
1980 }
1981
1982 return true;
1983}
static const bionic_id bio_blaster("bio_blaster")
static const bionic_id bio_reactor("bio_reactor")
constexpr int BIONIC_NOITEM_DIFFICULTY
Definition: bionics.cpp:210
static const bionic_id bio_eye_optic("bio_eye_optic")
static const bionic_id bio_advreactor("bio_advreactor")
bool is_valid() const
Returns whether this id is valid, that means whether it refers to an existing object.
Definition: achievement.cpp:65
itype_id itype() const
Definition: bionics.cpp:248
Definition: itype.h:836

References _, iexamine::autodoc(), bio_advreactor, bio_blaster, bio_eye_optic, bio_reactor, bionic_manip_cos(), BIONIC_NOITEM_DIFFICULTY, bionics_adjusted_skill(), disp_name(), g, get_bionics(), has_bionic(), string_id< T >::is_valid(), bionic_data::itype(), bionic_data::name, popup(), skill_computer, skill_electronics, skill_firstaid, skill_mechanics, and type.

Referenced by iexamine::autodoc().

◆ can_unwield()

ret_val< bool > Character::can_unwield ( const item it) const

Check player capable of unwielding an item.

Parameters
itThing to be unwielded

Definition at line 3146 of file character.cpp.

3147{
3148 if( it.has_flag( "NO_UNWIELD" ) ) {
3149 return ret_val<bool>::make_failure( _( "You cannot unwield your %s." ), it.tname() );
3150 }
3151
3153}

References _, item::has_flag(), ret_val< T >::make_failure(), ret_val< T >::make_success(), and item::tname().

Referenced by apply_damage(), drop(), inv_dump(), game_menus::inv::multidrop(), player::unwield(), and game::wield().

◆ can_use()

bool Character::can_use ( const item it,
const item context = item() 
) const

Checks if character stats and skills meet minimum requirements for the item.

Prints an appropriate message if requirements not met.

Parameters
itItem we are checking
contextoptionally override effective item when checking contextual skills

Definition at line 2908 of file character.cpp.

2909{
2910 const auto &ctx = !context.is_null() ? context : it;
2911
2912 if( !meets_requirements( it, ctx ) ) {
2913 const std::string unmet( enumerate_unmet_requirements( it, ctx ) );
2914
2915 if( &it == &ctx ) {
2916 //~ %1$s - list of unmet requirements, %2$s - item name.
2917 add_msg_player_or_npc( m_bad, _( "You need at least %1$s to use this %2$s." ),
2918 _( "<npcname> needs at least %1$s to use this %2$s." ),
2919 unmet, it.tname() );
2920 } else {
2921 //~ %1$s - list of unmet requirements, %2$s - item name, %3$s - indirect item name.
2922 add_msg_player_or_npc( m_bad, _( "You need at least %1$s to use this %2$s with your %3$s." ),
2923 _( "<npcname> needs at least %1$s to use this %2$s with their %3$s." ),
2924 unmet, it.tname(), ctx.tname() );
2925 }
2926
2927 return false;
2928 }
2929
2930 return true;
2931}
std::string enumerate_unmet_requirements(const item &it, const item &context=item()) const
Returns a string of missed requirements (both stats and skills)
Definition: character.cpp:3357
bool meets_requirements(const item &it, const item &context=item()) const
Checks whether the character meets overall requirements to be able to use the item.
Definition: character.cpp:3445

References _, Creature::add_msg_player_or_npc(), enumerate_unmet_requirements(), item::is_null(), m_bad, meets_requirements(), and item::tname().

Referenced by can_use_heal_item(), player::gunmod_add(), ranged::gunmode_checks_common(), and player::toolmod_add().

◆ can_use_floor_warmth()

bool Character::can_use_floor_warmth ( ) const

Can the player lie down and cover self with blankets etc.

Definition at line 9433 of file character.cpp.

9434{
9435 return in_sleep_state() ||
9436 has_activity( activity_id( "ACT_WAIT" ) ) ||
9437 has_activity( activity_id( "ACT_WAIT_NPC" ) ) ||
9438 has_activity( activity_id( "ACT_WAIT_STAMINA" ) ) ||
9439 has_activity( activity_id( "ACT_AUTODRIVE" ) ) ||
9440 has_activity( activity_id( "ACT_READ" ) ) ||
9441 has_activity( activity_id( "ACT_SOCIALIZE" ) ) ||
9442 has_activity( activity_id( "ACT_MEDITATE" ) ) ||
9443 has_activity( activity_id( "ACT_FISH" ) ) ||
9444 has_activity( activity_id( "ACT_GAME" ) ) ||
9445 has_activity( activity_id( "ACT_HAND_CRANK" ) ) ||
9446 has_activity( activity_id( "ACT_HEATING" ) ) ||
9447 has_activity( activity_id( "ACT_VIBE" ) ) ||
9448 has_activity( activity_id( "ACT_TRY_SLEEP" ) ) ||
9449 has_activity( activity_id( "ACT_OPERATION" ) ) ||
9450 has_activity( activity_id( "ACT_TREE_COMMUNION" ) ) ||
9451 has_activity( activity_id( "ACT_EAT_MENU" ) ) ||
9452 has_activity( activity_id( "ACT_CONSUME_FOOD_MENU" ) ) ||
9453 has_activity( activity_id( "ACT_CONSUME_DRINK_MENU" ) ) ||
9454 has_activity( activity_id( "ACT_CONSUME_MEDS_MENU" ) ) ||
9455 has_activity( activity_id( "ACT_STUDY_SPELL" ) );
9456}
string_id< activity_type > activity_id
Definition: activity_type.h:15

References has_activity(), and in_sleep_state().

Referenced by update_bodytemp().

◆ can_use_heal_item()

bool Character::can_use_heal_item ( const item med) const

Check for mutation disallowing the use of an healing item.

Definition at line 424 of file mutation.cpp.

425{
426 const itype_id heal_id = med.typeId();
427
428 bool can_use = false;
429 bool got_restriction = false;
430
431 for( const trait_id &mut : get_mutations() ) {
432 if( !mut.obj().can_only_heal_with.empty() ) {
433 got_restriction = true;
434 }
435 if( mut.obj().can_only_heal_with.count( heal_id ) ) {
436 can_use = true;
437 break;
438 }
439 }
440 if( !got_restriction ) {
441 can_use = !med.has_flag( "CANT_HEAL_EVERYONE" );
442 }
443
444 if( !can_use ) {
445 for( const trait_id &mut : get_mutations() ) {
446 if( mut.obj().can_heal_with.count( heal_id ) ) {
447 can_use = true;
448 break;
449 }
450 }
451 }
452
453 return can_use;
454}
bool can_use(const item &it, const item &context=item()) const
Checks if character stats and skills meet minimum requirements for the item.
Definition: character.cpp:2908

References can_use(), get_mutations(), item::has_flag(), and item::typeId().

Referenced by activatable_inventory_preset::get_denial(), and heal_actor::use_healing_item().

◆ can_wear()

ret_val< bool > Character::can_wear ( const item it,
bool  with_equip_change = false 
) const

Check character capable of wearing an item.

Parameters
itThing to be worn
with_equip_changeIf true returns if it could be worn if things were taken off

Definition at line 2933 of file character.cpp.

2934{
2935 if( !it.is_armor() ) {
2936 return ret_val<bool>::make_failure( _( "Putting on a %s would be tricky." ), it.tname() );
2937 }
2938
2939 if( has_trait( trait_WOOLALLERGY ) && ( it.made_of( material_id( "wool" ) ) ||
2940 it.has_own_flag( "wooled" ) ) ) {
2941 return ret_val<bool>::make_failure( _( "Can't wear that, it's made of wool!" ) );
2942 }
2943
2944 if( it.is_filthy() && has_trait( trait_SQUEAMISH ) ) {
2945 return ret_val<bool>::make_failure( _( "Can't wear that, it's filthy!" ) );
2946 }
2947
2948 if( !it.has_flag( flag_OVERSIZE ) && !it.has_flag( flag_SEMITANGIBLE ) ) {
2949 for( const trait_id &mut : get_mutations() ) {
2950 const auto &branch = mut.obj();
2951 if( branch.conflicts_with_item( it ) ) {
2953 _( "Your %s mutation prevents you from wearing your %s." ) :
2954 _( "My %s mutation prevents me from wearing this %s." ), branch.name(),
2955 it.type_name() );
2956 }
2957 }
2958 if( it.covers( bp_head ) && !it.has_flag( flag_SEMITANGIBLE ) &&
2959 !it.made_of( material_id( "wool" ) ) && !it.made_of( material_id( "cotton" ) ) &&
2960 !it.made_of( material_id( "nomex" ) ) && !it.made_of( material_id( "leather" ) ) &&
2962 has_trait( trait_ANTLERS ) ) ) {
2963 return ret_val<bool>::make_failure( _( "Cannot wear a helmet over %s." ),
2964 ( has_trait( trait_HORNS_POINTED ) ? _( "horns" ) :
2965 ( has_trait( trait_ANTENNAE ) ? _( "antennae" ) : _( "antlers" ) ) ) );
2966 }
2967 }
2968
2969 if( it.has_flag( flag_SPLINT ) ) {
2970 bool need_splint = false;
2971 for( const bodypart_id &bp : get_all_body_parts() ) {
2972 if( !it.covers( bp->token ) ) {
2973 continue;
2974 }
2975 if( is_limb_broken( bp ) && !worn_with_flag( flag_SPLINT, bp ) ) {
2976 need_splint = true;
2977 break;
2978 }
2979 }
2980 if( !need_splint ) {
2982 _( "You don't have any broken limbs this could help." )
2983 : _( "%s doesn't have any broken limbs this could help." ), name );
2984 }
2985 }
2986
2987 if( it.has_flag( flag_RESTRICT_HANDS ) && !has_two_arms() ) {
2988 return ret_val<bool>::make_failure( ( is_player() ? _( "You don't have enough arms to wear that." )
2989 : string_format( _( "%s doesn't have enough arms to wear that." ), name ) ) );
2990 }
2991
2992 //Everything checked after here should be something that could be solved by changing equipment
2993 if( with_equip_change ) {
2995 }
2996
2997 if( it.is_power_armor() ) {
2998 for( auto &elem : worn ) {
2999 if( ( elem.get_covered_body_parts() & it.get_covered_body_parts() ).any() &&
3000 !elem.has_flag( flag_POWERARMOR_COMPATIBLE ) && !elem.is_power_armor() ) {
3001 return ret_val<bool>::make_failure( _( "Can't wear power armor over other gear!" ) );
3002 } else if( elem.has_flag( flag_POWERARMOR_EXO ) && it.has_flag( flag_POWERARMOR_EXO ) ) {
3003 return ret_val<bool>::make_failure( _( "Can't wear multiple exoskeletons!" ) );
3004 }
3005 }
3008 _( "You can only wear power armor components with power armor!" ) );
3009 }
3011 for( auto &elem : worn ) {
3012 if( elem.has_flag( flag_POWERARMOR_EXO ) &&
3013 ( elem.get_covered_body_parts() & it.get_covered_body_parts() ).any() ) {
3014 return ret_val<bool>::make_failure( _( "Can't wear externals over an exoskeleton!" ) );
3015 } else if( elem.has_flag( flag_POWERARMOR_EXTERNAL ) &&
3016 ( elem.get_covered_body_parts() & it.get_covered_body_parts() ).any() ) {
3017 return ret_val<bool>::make_failure( _( "Can't wear externals over one another!" ) );
3018 }
3019 }
3020 }
3021 if( it.has_flag( flag_POWERARMOR_MOD ) ) {
3022 int max_layer = 2;
3023 std::vector< std::pair< body_part, int > > mod_parts;
3024 std::vector< std::pair< body_part, bool > > attachments;
3025 body_part bp = num_bp;
3026 bodypart_str_id bpid;
3027 bool lhs = false;
3028 bool rhs = false;
3029 for( std::size_t i = 0; i < static_cast< body_part >( num_bp ); ++i ) {
3030 bp = static_cast< body_part >( i );
3031 if( it.get_covered_body_parts().test( bp ) ) {
3032 mod_parts.emplace_back( bp, 0 );
3033 attachments.emplace_back( bp, false );
3034 }
3035 }
3036 for( auto &elem : worn ) {
3037 // To check if there's an external/exoskeleton for the mod to attach to.
3038 for( std::pair< body_part, bool > &attachment : attachments ) {
3039 if( elem.get_covered_body_parts().test( attachment.first ) &&
3040 ( elem.has_flag( flag_POWERARMOR_EXO ) || elem.has_flag( flag_POWERARMOR_EXTERNAL ) ) ) {
3041 if( elem.is_sided() && elem.get_side() == bpid->part_side ) {
3042 attachment.second = true;
3043 } else {
3044 attachment.second = true;
3045 }
3046 }
3047 }
3048 // To check how many mods are on a given part.
3049 for( std::pair< body_part, int > &mod_part : mod_parts ) {
3050 bpid = convert_bp( mod_part.first );
3051 if( elem.get_covered_body_parts().test( mod_part.first ) &&
3052 elem.has_flag( flag_POWERARMOR_MOD ) ) {
3053 if( elem.is_sided() && elem.get_side() == bpid->part_side ) {
3054 mod_part.second++;
3055 } else {
3056 mod_part.second++;
3057 }
3058 }
3059 }
3060 }
3061 for( std::pair< body_part, bool > &attachment : attachments ) {
3062 if( !attachment.second ) {
3063 return ret_val<bool>::make_failure( _( "Nothing to attach the mod to!" ) );
3064 }
3065 }
3066 for( std::pair< body_part, int > &mod_part : mod_parts ) {
3067 bpid = convert_bp( mod_part.first );
3068 if( static_cast< body_part >( mod_part.first ) == bp_torso ) {
3069 max_layer = 3;
3070 }
3071 if( mod_part.second >= max_layer ) {
3072 if( !it.is_sided() || bpid->part_side == side::BOTH ) {
3073 return ret_val<bool>::make_failure( _( "Can't wear any more mods on that body part!" ) );
3074 } else {
3075 if( bpid->part_side == side::LEFT ) {
3076 lhs = true;
3077 } else {
3078 rhs = true;
3079 }
3080 if( lhs && rhs ) {
3081 return ret_val<bool>::make_failure( _( "No more space for that mod!" ) );
3082 }
3083 }
3084 }
3085 }
3086 }
3087 } else {
3088 // Only headgear can be worn with power armor, except other power armor components.
3089 // You can't wear headgear if power armor helmet is already sitting on your head.
3090 for( auto &elem : worn ) {
3092 ( elem.get_covered_body_parts() & it.get_covered_body_parts() ).any() ) ) {
3093 return ret_val<bool>::make_failure( _( "Can't wear %s with power armor!" ), it.tname() );
3094 }
3095 }
3096 }
3097
3098 // Check if we don't have both hands available before wearing a briefcase, shield, etc. Also occurs if we're already wearing one.
3100 weapon.is_two_handed( *this ) ) ) {
3101 return ret_val<bool>::make_failure( ( is_player() ? _( "You don't have a hand free to wear that." )
3102 : string_format( _( "%s doesn't have a hand free to wear that." ), name ) ) );
3103 }
3104
3105 for( auto &i : worn ) {
3106 if( i.has_flag( flag_ONLY_ONE ) && i.typeId() == it.typeId() ) {
3107 return ret_val<bool>::make_failure( _( "Can't wear more than one %s!" ), it.tname() );
3108 }
3109 }
3110
3111 if( amount_worn( it.typeId() ) >= MAX_WORN_PER_TYPE ) {
3112 return ret_val<bool>::make_failure( _( "Can't wear %i or more %s at once." ),
3113 MAX_WORN_PER_TYPE + 1, it.tname( MAX_WORN_PER_TYPE + 1 ) );
3114 }
3115
3116 if( ( ( it.covers( bp_foot_l ) && is_wearing_shoes( side::LEFT ) ) ||
3117 ( it.covers( bp_foot_r ) && is_wearing_shoes( side::RIGHT ) ) ) &&
3118 ( !it.has_flag( flag_OVERSIZE ) || !it.has_flag( flag_OUTER ) ) && !it.has_flag( flag_SKINTIGHT ) &&
3119 !it.has_flag( flag_BELTED ) && !it.has_flag( flag_PERSONAL ) && !it.has_flag( flag_AURA ) &&
3120 !it.has_flag( flag_SEMITANGIBLE ) ) {
3121 // Checks to see if the player is wearing shoes
3122 return ret_val<bool>::make_failure( ( is_player() ? _( "You're already wearing footwear!" )
3123 : string_format( _( "%s is already wearing footwear!" ), name ) ) );
3124 }
3125
3126 if( it.covers( bp_head ) &&
3128 !it.has_flag( flag_PERSONAL ) && !it.is_power_armor() &&
3130 is_wearing_helmet() ) {
3132 ( is_player() ? _( "You can't wear that with other headgear!" )
3133 : string_format( _( "%s can't wear that with other headgear!" ), name ) ) );
3134 }
3135
3136 if( it.covers( bp_head ) && !it.has_flag( flag_SEMITANGIBLE ) &&
3138 ( head_cloth_encumbrance() + it.get_encumber( *this ) > 40 ) ) {
3139 return ret_val<bool>::make_failure( ( is_player() ? _( "You can't wear that much on your head!" )
3140 : string_format( _( "%s can't wear that much on their head!" ), name ) ) );
3141 }
3142
3144}
static const std::string flag_BELTED("BELTED")
static const trait_id trait_ANTLERS("ANTLERS")
static const trait_id trait_WOOLALLERGY("WOOLALLERGY")
static const trait_id trait_HORNS_POINTED("HORNS_POINTED")
static const std::string flag_SKINTIGHT("SKINTIGHT")
static const std::string flag_POWERARMOR_COMPATIBLE("POWERARMOR_COMPATIBLE")
static const trait_id trait_ANTENNAE("ANTENNAE")
static const std::string flag_HELMET_COMPAT("HELMET_COMPAT")
static const std::string flag_POWERARMOR_EXO("POWERARMOR_EXO")
static const std::string flag_OUTER("OUTER")
static const std::string flag_OVERSIZE("OVERSIZE")
static const std::string flag_ONLY_ONE("ONLY_ONE")
static const std::string flag_POWERARMOR_EXTERNAL("POWERARMOR_EXTERNAL")
static const std::string flag_RESTRICT_HANDS("RESTRICT_HANDS")
static const trait_id trait_SQUEAMISH("SQUEAMISH")
bool is_wearing_power_armor(bool *hasHelmet=nullptr) const
Returns true if the character is wearing power armor.
Definition: character.cpp:3777
bool is_wearing_helmet() const
Returns true if the character is wearing something occupying the helmet slot.
Definition: character.cpp:8891
int amount_worn(const itype_id &id) const
Returns the amount of item ‘type’ that is currently worn.
Definition: character.cpp:2239
bool has_two_arms() const
Returns true if the player has two functioning arms.
Definition: character.cpp:1275
int head_cloth_encumbrance() const
Returns the total encumbrance of all SKINTIGHT and HELMET_COMPAT items coveringi the head.
Definition: character.cpp:8903
bool is_wearing_shoes(const side &which_side=side::BOTH) const
Returns true if the player is wearing something on their feet that is not SKINTIGHT.
Definition: character.cpp:8862
bool is_sided() const
Returns true if item is armor and can be worn on different sides of the body.
Definition: item.cpp:798
bool is_filthy() const
Marks the item as filthy, so characters with squeamish trait can't wear it.
Definition: item.cpp:9797
std::string type_name(unsigned int quantity=1) const
Name of the item type (not the item), with proper plural.
Definition: item.cpp:9667
bool is_power_armor() const
Whether this is a power armor item.
Definition: item.cpp:5625
bool is_armor() const
Definition: item.cpp:6543
int get_encumber(const Character &) const
Returns the encumbrance value that this item has when worn by given player.
Definition: item.cpp:5631
bool is_two_handed(const Character &guy) const
Whether the character needs both hands to wield this item.
Definition: item.cpp:6243
static constexpr int MAX_WORN_PER_TYPE

References _, amount_worn(), BOTH, bp_foot_l, bp_foot_r, bp_head, bp_torso, convert_bp(), item::covers(), flag_AURA(), flag_BELTED(), flag_HELMET_COMPAT(), flag_ONLY_ONE(), flag_OUTER(), flag_OVERSIZE(), flag_PERSONAL(), flag_POWERARMOR_COMPATIBLE(), flag_POWERARMOR_EXO(), flag_POWERARMOR_EXTERNAL(), flag_POWERARMOR_MOD(), flag_RESTRICT_HANDS(), flag_SEMITANGIBLE(), flag_SKINTIGHT(), flag_SPLINT(), Creature::get_all_body_parts(), item::get_covered_body_parts(), item::get_encumber(), get_mutations(), item::has_flag(), item::has_own_flag(), has_trait(), has_two_arms(), head_cloth_encumbrance(), item::is_armor(), item::is_filthy(), is_limb_broken(), Creature::is_player(), item::is_power_armor(), item::is_sided(), item::is_two_handed(), is_wearing_helmet(), is_wearing_power_armor(), is_wearing_shoes(), LEFT, item::made_of(), ret_val< T >::make_failure(), ret_val< T >::make_success(), MAX_WORN_PER_TYPE, name, num_bp, body_part_type::part_side, RIGHT, string_format(), body_part_set::test(), item::tname(), trait_ANTENNAE, trait_ANTLERS, trait_HORNS_POINTED, trait_SQUEAMISH, trait_WOOLALLERGY, item::type_name(), item::typeId(), weapon, wearing_something_on(), worn, and worn_with_flag().

Referenced by behavior::character_oracle_t::can_wear_warmer_clothes(), dispose_item(), wear_inventory_preset::get_denial(), give_item_to(), handle_problematic_pickup(), player::rate_action_wear(), starting_clothes(), player::use(), npc::wear_if_wanted(), and wear_item().

◆ cancel_activity()

void Character::cancel_activity ( )

Definition at line 9225 of file character.cpp.

9226{
9227 activity.canceled( *this );
9228 if( has_activity( ACT_MOVE_ITEMS ) && is_hauling() ) {
9229 stop_hauling();
9230 }
9231 if( has_activity( ACT_TRY_SLEEP ) ) {
9232 remove_value( "sleep_query" );
9233 }
9234 // Clear any backlog items that aren't auto-resume.
9235 for( auto backlog_item = backlog.begin(); backlog_item != backlog.end(); ) {
9236 if( backlog_item->auto_resume ) {
9237 backlog_item++;
9238 } else {
9239 backlog_item = backlog.erase( backlog_item );
9240 }
9241 }
9242 // act wait stamina interrupts an ongoing activity.
9243 // and automatically puts auto_resume = true on it
9244 // we don't want that to persist if there is another interruption.
9245 // and player moves elsewhere.
9246 if( has_activity( ACT_WAIT_STAMINA ) && !backlog.empty() &&
9247 backlog.front().auto_resume ) {
9248 backlog.front().auto_resume = false;
9249 }
9250 if( activity && activity.is_suspendable() ) {
9251 backlog.push_front( activity );
9252 }
9253 sfx::end_activity_sounds(); // kill activity sounds when canceled
9255}
static const activity_id ACT_TRY_SLEEP("ACT_TRY_SLEEP")
static const activity_id ACT_MOVE_ITEMS("ACT_MOVE_ITEMS")
static const activity_id ACT_WAIT_STAMINA("ACT_WAIT_STAMINA")
bool is_hauling() const
Definition: character.cpp:9177
void stop_hauling()
Definition: character.cpp:9168
void canceled(Character &who)
Performs activity-specific cleanup when Character::cancel_activity() is called.
bool is_suspendable() const
If this returns true, the action can be continued without starting from scratch again (see player::ba...
void end_activity_sounds()
Definition: sounds.cpp:1605

References ACT_MOVE_ITEMS, ACT_TRY_SLEEP, ACT_WAIT_STAMINA, activity, backlog, player_activity::canceled(), sfx::end_activity_sounds(), has_activity(), is_hauling(), player_activity::is_suspendable(), Creature::remove_value(), and stop_hauling().

Referenced by activity_on_turn_move_loot(), activity_on_turn_wear(), activity_handlers::adv_inventory_do_turn(), activity_handlers::armor_layers_do_turn(), activity_handlers::build_do_turn(), player::can_continue_craft(), game::cancel_activity_or_ignore_query(), game::cancel_activity_query(), activity_handlers::craft_do_turn(), autodrive_activity_actor::do_turn(), drop_activity_actor::do_turn(), stash_activity_actor::do_turn(), pickup_activity_actor::do_turn(), avatar_action::eat(), fall_asleep(), game::forced_door_closing(), item::handle_craft_failure(), mattack::pull_metal_weapon(), npc::reboot(), DefaultRemovePartHandler::removed(), autodrive_activity_actor::start(), activity_handlers::start_fire_do_turn(), and stop_hauling().

◆ cancel_stashed_activity()

void Character::cancel_stashed_activity ( )

◆ change_side() [1/2]

bool Character::change_side ( item it,
bool  interactive = true 
)

Swap side on which item is worn; returns false on fail.

If interactive is false, don't alert player or drain moves

Definition at line 3689 of file character.cpp.

3690{
3691 const auto ret = can_swap( it );
3692 if( !ret.success() ) {
3693 if( interactive ) {
3694 add_msg_if_player( m_info, "%s", ret.c_str() );
3695 }
3696 return false;
3697 }
3698
3699 if( !it.swap_side() ) {
3700 if( interactive ) {
3702 _( "You cannot swap the side on which your %s is worn." ),
3703 _( "<npcname> cannot swap the side on which their %s is worn." ),
3704 it.tname() );
3705 }
3706 return false;
3707 }
3708
3709 if( interactive ) {
3710 add_msg_player_or_npc( m_info, _( "You swap the side on which your %s is worn." ),
3711 _( "<npcname> swaps the side on which their %s is worn." ),
3712 it.tname() );
3713 }
3714
3715 mod_moves( -250 );
3717
3718 return true;
3719}
ret_val< bool > can_swap(const item &it) const
Check player capable of swapping the side of a worn item.
Definition: character.cpp:3155
bool swap_side()
Swap the side on which the item is worn.
Definition: item.cpp:826

References _, Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), can_swap(), m_info, Creature::mod_moves(), reset_encumbrance(), cata::hash64_detail::ret, item::swap_side(), and item::tname().

Referenced by npc::adjust_worn(), change_side(), game::inventory_item_menu(), and player::sort_armor().

◆ change_side() [2/2]

bool Character::change_side ( item_location loc,
bool  interactive = true 
)

Definition at line 3721 of file character.cpp.

3722{
3723 if( !loc || !is_worn( *loc ) ) {
3724 if( interactive ) {
3726 _( "You are not wearing that item." ),
3727 _( "<npcname> isn't wearing that item." ) );
3728 }
3729 return false;
3730 }
3731
3732 return change_side( *loc, interactive );
3733}
bool is_worn(const item &thing) const
Definition: character.h:1142
bool change_side(item &it, bool interactive=true)
Swap side on which item is worn; returns false on fail.
Definition: character.cpp:3689

References _, Creature::add_msg_player_or_npc(), change_side(), is_worn(), and m_info.

◆ check_and_recover_morale()

bool Character::check_and_recover_morale ( )

Checks permanent morale for consistency and recovers it when an inconsistency is found.

Definition at line 9120 of file character.cpp.

9121{
9122 player_morale test_morale;
9123
9124 for( const item &wit : worn ) {
9125 test_morale.on_item_wear( wit );
9126 }
9127
9128 for( const trait_id &mut : get_mutations() ) {
9129 test_morale.on_mutation_gain( mut );
9130 }
9131
9132 for( const auto &elem : *effects ) {
9133 for( const std::pair<const bodypart_str_id, effect> &_effect_it : elem.second ) {
9134 const effect &e = _effect_it.second;
9135 if( !e.is_removed() ) {
9136 test_morale.on_effect_int_change( e.get_id(), e.get_intensity(), e.get_bp() );
9137 }
9138 }
9139 }
9140
9141 test_morale.on_stat_change( "kcal", get_stored_kcal() );
9142 test_morale.on_stat_change( "thirst", get_thirst() );
9143 test_morale.on_stat_change( "fatigue", get_fatigue() );
9144 test_morale.on_stat_change( "pain", get_pain() );
9145 test_morale.on_stat_change( "pkill", get_painkiller() );
9146 test_morale.on_stat_change( "perceived_pain", get_perceived_pain() );
9147
9149
9150 if( !morale->consistent_with( test_morale ) ) {
9151 *morale = player_morale( test_morale ); // Recover consistency
9152 add_msg( m_debug, "%s morale was recovered.", disp_name( true ) );
9153 return false;
9154 }
9155
9156 return true;
9157}
int get_fatigue() const
Definition: character.cpp:4450
int get_thirst() const
Definition: character.cpp:4322
void apply_persistent_morale()
Ensures persistent morale effects are up-to-date.
Definition: character.cpp:8999
pimpl< effects_map > effects
Definition: creature.h:808
const efftype_id & get_id() const
Returns the effect's matching effect_type id.
Definition: effect.h:305
int get_intensity() const
Returns the intensity of an effect.
Definition: effect.cpp:849
const bodypart_str_id & get_bp() const
Returns the targeted body_part of the effect.
Definition: effect.cpp:835
bool is_removed() const
Returns if the effect is disabled and set up for removal.
Definition: effect.h:246
void on_item_wear(const item &it)
Definition: morale.cpp:935
void on_stat_change(const std::string &stat, int value)
Definition: morale.cpp:927
void on_effect_int_change(const efftype_id &eid, int intensity, const bodypart_str_id &bp=bodypart_str_id::NULL_ID())
Definition: morale.cpp:974
void on_mutation_gain(const trait_id &mid)
Definition: morale.cpp:917

References add_msg(), apply_persistent_morale(), disp_name(), Creature::effects, effect::get_bp(), get_fatigue(), effect::get_id(), effect::get_intensity(), get_mutations(), Creature::get_pain(), get_painkiller(), Creature::get_perceived_pain(), get_stored_kcal(), get_thirst(), effect::is_removed(), m_debug, morale, player_morale::on_effect_int_change(), player_morale::on_item_wear(), player_morale::on_mutation_gain(), player_morale::on_stat_change(), and worn.

Referenced by game::do_turn().

◆ check_item_encumbrance_flag()

void Character::check_item_encumbrance_flag ( )

Checks worn items for the "RESET_ENCUMBRANCE" flag, which indicates that encumbrance may have changed and require recalculating.

Definition at line 1839 of file character.cpp.

1840{
1841 bool update_required = check_encumbrance;
1842 for( auto &i : worn ) {
1843 if( !update_required && i.encumbrance_update_ ) {
1844 update_required = true;
1845 }
1846 i.encumbrance_update_ = false;
1847 }
1848
1849 if( update_required ) {
1851 }
1852}
bool check_encumbrance
Definition: character.h:2243

References check_encumbrance, reset_encumbrance(), and worn.

◆ check_mount_is_spooked()

bool Character::check_mount_is_spooked ( )

Definition at line 1097 of file character.cpp.

1098{
1099 if( !is_mounted() ) {
1100 return false;
1101 }
1102 // chance to spook per monster nearby:
1103 // base 1% per turn.
1104 // + 1% per square closer than 15 distanace. (1% - 15%)
1105 // * 2 if hostile monster is bigger than or same size as mounted creature.
1106 // -0.25% per point of dexterity (low -1%, average -2%, high -3%, extreme -3.5%)
1107 // -0.1% per point of strength ( low -0.4%, average -0.8%, high -1.2%, extreme -1.4% )
1108 // / 2 if horse has full tack and saddle.
1109 // Monster in spear reach monster and average stat (8) player on saddled horse, 14% -2% -0.8% / 2 = ~5%
1110 if( mounted_creature && mounted_creature->type->has_fear_trigger( mon_trigger::HOSTILE_CLOSE ) ) {
1111 const m_size mount_size = mounted_creature->get_size();
1112 const bool saddled = mounted_creature->has_effect( effect_saddled );
1113 for( const monster &critter : g->all_monsters() ) {
1114 double chance = 1.0;
1115 Attitude att = critter.attitude_to( *this );
1116 // actually too close now - horse might spook.
1117 if( att == A_HOSTILE && sees( critter ) && rl_dist( pos(), critter.pos() ) <= 10 ) {
1118 chance += 10 - rl_dist( pos(), critter.pos() );
1119 if( critter.get_size() >= mount_size ) {
1120 chance *= 2;
1121 }
1122 chance -= 0.25 * get_dex();
1123 chance -= 0.1 * get_str();
1124 if( saddled ) {
1125 chance /= 2;
1126 }
1127 chance = std::max( 1.0, chance );
1128 if( x_in_y( chance, 100.0 ) ) {
1130 return true;
1131 }
1132 }
1133 }
1134 }
1135 return false;
1136}
bool x_in_y(const time_duration &a, const time_duration &b)
Definition: calendar.cpp:521
static const efftype_id effect_saddled("monster_saddled")
void forced_dismount()
Definition: character.cpp:1143
Attitude
Simplified attitude towards any creature: hostile - hate, want to kill, etc.
Definition: creature.h:168
m_size
Definition: creature.h:57

References Creature::A_HOSTILE, effect_saddled, forced_dismount(), g, get_dex(), get_str(), HOSTILE_CLOSE, is_mounted(), mounted_creature, pos(), rl_dist(), sees(), and x_in_y().

Referenced by game::do_turn().

◆ check_mount_will_move()

bool Character::check_mount_will_move ( const tripoint dest_loc)

Definition at line 1079 of file character.cpp.

1080{
1081 if( !is_mounted() ) {
1082 return true;
1083 }
1084 if( mounted_creature && mounted_creature->type->has_fear_trigger( mon_trigger::HOSTILE_CLOSE ) ) {
1085 for( const monster &critter : g->all_monsters() ) {
1086 Attitude att = critter.attitude_to( *this );
1087 if( att == A_HOSTILE && sees( critter ) && rl_dist( pos(), critter.pos() ) <= 15 &&
1088 rl_dist( dest_loc, critter.pos() ) < rl_dist( pos(), critter.pos() ) ) {
1089 add_msg_if_player( _( "You fail to budge your %s!" ), mounted_creature->get_name() );
1090 return false;
1091 }
1092 }
1093 }
1094 return true;
1095}

References _, Creature::A_HOSTILE, Creature::add_msg_if_player(), g, HOSTILE_CLOSE, is_mounted(), mounted_creature, pos(), rl_dist(), and sees().

Referenced by avatar_action::move().

◆ check_needs_extremes()

void Character::check_needs_extremes ( )

Kills the player if too hungry, stimmed up etc., forces tired player to sleep and prints warnings.

Intelligence slightly decreases occurrence of short naps when dead tired Intelligence slightly decreases occurrence of short naps when exhausted Perception slightly decreases occurrence of short naps when sleep deprived Perception slightly increases resilience against passing out from sleep deprivation

Definition at line 4958 of file character.cpp.

4959{
4960 // Check if we've overdosed... in any deadly way.
4961 if( get_stim() > 250 ) {
4962 add_msg_if_player( m_bad, _( "You have a sudden heart attack!" ) );
4963 g->events().send<event_type::dies_from_drug_overdose>( getID(), efftype_id() );
4964 set_part_hp_cur( bodypart_id( "torso" ), 0 );
4965 } else if( get_stim() < -200 || get_painkiller() > 240 ) {
4966 add_msg_if_player( m_bad, _( "Your breathing stops completely." ) );
4967 g->events().send<event_type::dies_from_drug_overdose>( getID(), efftype_id() );
4968 set_part_hp_cur( bodypart_id( "torso" ), 0 );
4969 } else if( has_effect( effect_jetinjector ) && get_effect_dur( effect_jetinjector ) > 40_minutes ) {
4970 if( !( has_trait( trait_NOPAIN ) ) ) {
4971 add_msg_if_player( m_bad, _( "Your heart spasms painfully and stops." ) );
4972 } else {
4973 add_msg_if_player( _( "Your heart spasms and stops." ) );
4974 }
4976 set_part_hp_cur( bodypart_id( "torso" ), 0 );
4977 } else if( get_effect_dur( effect_adrenaline ) > 50_minutes ) {
4978 add_msg_if_player( m_bad, _( "Your heart spasms and stops." ) );
4980 set_part_hp_cur( bodypart_id( "torso" ), 0 );
4981 } else if( get_effect_int( effect_drunk ) > 4 ) {
4982 add_msg_if_player( m_bad, _( "Your breathing slows down to a stop." ) );
4984 set_part_hp_cur( bodypart_id( "torso" ), 0 );
4985 }
4986
4987 // check if we've starved
4988 if( is_player() ) {
4989 if( get_stored_kcal() <= 0 ) {
4990 add_msg_if_player( m_bad, _( "You have starved to death." ) );
4991 g->events().send<event_type::dies_of_starvation>( getID() );
4992 set_part_hp_cur( bodypart_id( "torso" ), 0 );
4993 } else if( calendar::once_every( 6_hours ) ) {
4994 std::string category;
4995 if( get_kcal_percent() < 0.1f ) {
4996 category = "empty_starving";
4997 } else if( get_kcal_percent() < 0.25f ) {
4998 category = "empty_emaciated";
4999 } else if( get_kcal_percent() < 0.5f ) {
5000 category = "empty_malnutrition";
5001 } else if( get_kcal_percent() < 0.7f ) {
5002 category = "empty_low_cal";
5003 }
5004 if( !category.empty() ) {
5005 const translation message = SNIPPET.random_from_category( category ).value_or( translation() );
5007 }
5008
5009 }
5010 }
5011
5012 // Check if we're dying of thirst
5014 if( get_thirst() >= thirst_levels::dead ) {
5015 add_msg_if_player( m_bad, _( "You have died of dehydration." ) );
5016 g->events().send<event_type::dies_of_thirst>( getID() );
5017 set_part_hp_cur( bodypart_id( "torso" ), 0 );
5018 } else if( get_thirst() >= lerp( +thirst_levels::parched, +thirst_levels::dead, 0.333f ) &&
5019 calendar::once_every( 30_minutes ) ) {
5020 add_msg_if_player( m_warning, _( "Even your eyes feel dry…" ) );
5021 } else if( get_thirst() >= lerp( +thirst_levels::parched, +thirst_levels::dead, 0.666f ) &&
5022 calendar::once_every( 30_minutes ) ) {
5023 add_msg_if_player( m_warning, _( "You are THIRSTY!" ) );
5024 } else if( calendar::once_every( 30_minutes ) ) {
5025 add_msg_if_player( m_warning, _( "Your mouth feels so dry…" ) );
5026 }
5027 }
5028
5029 // Check if we're falling asleep, unless we're sleeping
5032 add_msg_if_player( m_bad, _( "Survivor sleep now." ) );
5034 mod_fatigue( -10 );
5035 fall_asleep();
5036 } else if( get_fatigue() >= 800 && calendar::once_every( 30_minutes ) ) {
5037 add_msg_if_player( m_warning, _( "Anywhere would be a good place to sleep…" ) );
5038 } else if( calendar::once_every( 30_minutes ) ) {
5039 add_msg_if_player( m_warning, _( "You feel like you haven't slept in days." ) );
5040 }
5041 }
5042
5043 // Even if we're not Exhausted, we really should be feeling lack/sleep earlier
5044 // Penalties start at Dead Tired and go from there
5046 if( get_fatigue() >= 700 ) {
5047 if( calendar::once_every( 30_minutes ) ) {
5048 add_msg_if_player( m_warning, _( "You're too physically tired to stop yawning." ) );
5049 add_effect( effect_lack_sleep, 30_minutes + 1_turns );
5050 }
5051 /** @EFFECT_INT slightly decreases occurrence of short naps when dead tired */
5052 if( one_in( 50 + int_cur ) ) {
5053 fall_asleep( 30_seconds );
5054 }
5055 } else if( get_fatigue() >= fatigue_levels::exhausted ) {
5056 if( calendar::once_every( 30_minutes ) ) {
5057 add_msg_if_player( m_warning, _( "How much longer until bedtime?" ) );
5058 add_effect( effect_lack_sleep, 30_minutes + 1_turns );
5059 }
5060 /** @EFFECT_INT slightly decreases occurrence of short naps when exhausted */
5061 if( one_in( 100 + int_cur ) ) {
5062 fall_asleep( 30_seconds );
5063 }
5064 } else if( get_fatigue() >= fatigue_levels::dead_tired && calendar::once_every( 30_minutes ) ) {
5065 add_msg_if_player( m_warning, _( "*yawn* You should really get some sleep." ) );
5066 add_effect( effect_lack_sleep, 30_minutes + 1_turns );
5067 }
5068 }
5069
5070 // Sleep deprivation kicks in if lack of sleep is avoided with stimulants or otherwise for long periods of time
5072 float sleep_deprivation_pct = sleep_deprivation / static_cast<float>
5074
5076 calendar::once_every( 60_minutes ) &&
5080 _( "Your mind feels tired. It's been a while since you've slept well." ) );
5081 mod_fatigue( 1 );
5084 _( "Your mind feels foggy from lack of good sleep, and your eyes keep trying to close against your will." ) );
5085 mod_fatigue( 5 );
5086
5087 if( one_in( 10 ) ) {
5088 mod_healthy_mod( -1, 0 );
5089 }
5092 _( "Your mind feels weary, and you dread every wakeful minute that passes. You crave sleep, and feel like you're about to collapse." ) );
5093 mod_fatigue( 10 );
5094
5095 if( one_in( 5 ) ) {
5096 mod_healthy_mod( -2, -20 );
5097 }
5100 _( "You haven't slept decently for so long that your whole body is screaming for mercy. It's a miracle that you're still awake, but it just feels like a curse now." ) );
5101 mod_fatigue( 40 );
5102
5103 mod_healthy_mod( -5, -50 );
5104 }
5105 // else you pass out for 20 hours, guaranteed
5106
5107 // Microsleeps are slightly worse if you're sleep deprived, but not by much. (chance: 1 in (75 + per_cur) at minor sleep deprivation)
5108 // Note: these can coexist with fatigue-related microsleeps
5109 /** @EFFECT_PER slightly decreases occurrence of short naps when sleep deprived */
5110 if( one_in( static_cast<int>( ( 1.0f - sleep_deprivation_pct ) * 75 + get_per() ) ) ) {
5111 fall_asleep( 30_seconds );
5112 }
5113
5114
5117 /** @EFFECT_PER slightly increases resilience against passing out from sleep deprivation */
5118 one_in( static_cast<int>( ( 1.0f - sleep_deprivation_pct ) * 100 ) + get_per() ) ) ) ) {
5120 _( "Your body collapses due to sleep deprivation, your neglected fatigue rushing back all at once, and you pass out on the spot." )
5121 , _( "<npcname> collapses to the ground from exhaustion." ) );
5123 set_fatigue( static_cast<int>( fatigue_levels::exhausted ) );
5124 }
5125
5127 fall_asleep( 20_hours );
5129 fall_asleep( 16_hours );
5130 } else {
5131 fall_asleep( 12_hours );
5132 }
5133 }
5134 }
5135}
constexpr T lerp(const T &min, const T &max, float t)
Linear interpolation: returns first argument if t is 0, second if t is 1, otherwise proportional to t...
Definition: cata_utility.h:155
static const efftype_id effect_lack_sleep("lack_sleep")
static const efftype_id effect_drunk("drunk")
static const efftype_id effect_adrenaline("adrenaline")
static const efftype_id effect_meth("meth")
static const efftype_id effect_jetinjector("jetinjector")
static const trait_id trait_NOPAIN("NOPAIN")
float get_kcal_percent() const
Definition: character.cpp:4317
virtual void set_fatigue(int nfatigue)
Definition: character.cpp:4435
void fall_asleep()
Adds "sleep" to the player.
Definition: character.cpp:9265
virtual void mod_fatigue(int nfatigue)
Definition: character.cpp:4425
int get_stim() const
Definition: character.cpp:7154
virtual void mod_healthy_mod(int nhealthy_mod, int cap)
Definition: character.cpp:4253
int get_sleep_deprivation() const
Definition: character.cpp:4455
virtual int get_per() const
Definition: character.cpp:4067
void set_part_hp_cur(const bodypart_id &id, int set)
Definition: creature.cpp:1572
time_duration get_effect_dur(const efftype_id &eff_id, body_part bp=num_bp) const
Returns the duration of the matching effect.
Definition: creature.cpp:1238
cata::optional< translation > random_from_category(const std::string &cat) const
Returns a random snippet out of the given category.
Class for storing translation context and raw string for deferred translation.
Definition: translations.h:152
@ m_warning
Definition: enums.h:257
@ falls_asleep_from_exhaustion
@ dies_from_drug_overdose
@ dies_of_starvation
bool once_every(const time_duration &event_frequency)
Predicate to handle rate-limiting.
Definition: calendar.cpp:490
std::string message
Definition: mapgen.cpp:403
snippet_library SNIPPET

References _, Creature::add_effect(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), dead, dead_tired, dies_from_drug_overdose, dies_of_starvation, dies_of_thirst, effect_adrenaline, effect_drunk, effect_jetinjector, effect_lack_sleep, effect_meth, efftype_id, exhausted, fall_asleep(), falls_asleep_from_exhaustion, g, Creature::get_effect_dur(), Creature::get_effect_int(), get_fatigue(), get_kcal_percent(), get_painkiller(), get_per(), get_sleep_deprivation(), get_stim(), get_stored_kcal(), get_thirst(), getID(), harmless, Creature::has_effect(), has_trait(), in_sleep_state(), int_cur, Creature::is_player(), lerp(), m_bad, m_warning, major, massive, mapgen_defer::message, minor, mod_fatigue(), mod_healthy_mod(), calendar::once_every(), one_in(), parched, snippet_library::random_from_category(), serious, set_fatigue(), Creature::set_part_hp_cur(), sleep_deprivation, SNIPPET, and trait_NOPAIN.

Referenced by update_body().

◆ check_outbounds_activity()

bool Character::check_outbounds_activity ( const player_activity act,
bool  check_only = false 
)

Definition at line 991 of file character.cpp.

992{
993 map &here = get_map();
994 if( ( act.placement != tripoint_zero && act.placement != tripoint_min &&
995 !here.inbounds( here.getlocal( act.placement ) ) ) || ( !act.coords.empty() &&
996 !here.inbounds( here.getlocal( act.coords.back() ) ) ) ) {
997 if( is_npc() && !check_only ) {
998 // stash activity for when reloaded.
1000 if( !backlog.empty() ) {
1002 }
1004 }
1006 "npc %s at pos %d %d, activity target is not inbounds at %d %d therefore activity was stashed",
1007 disp_name(), pos().x, pos().y, act.placement.x, act.placement.y );
1008 return true;
1009 }
1010 return false;
1011}
tripoint getlocal(const tripoint &p) const
Inverse of getabs.
Definition: map.cpp:8079
virtual bool inbounds(const tripoint &p) const
Definition: map.cpp:7614
static constexpr tripoint tripoint_zero
Definition: point.h:273
static constexpr tripoint tripoint_min
Definition: point.h:318

References act, activity, add_msg(), backlog, disp_name(), get_map(), map::getlocal(), map::inbounds(), Creature::is_npc(), m_debug, pos(), stashed_outbounds_activity, stashed_outbounds_backlog, tripoint_min, and tripoint_zero.

Referenced by player_activity::do_turn(), and npc::move().

◆ clairvoyance()

int Character::clairvoyance ( ) const

Returns the distance the player can see through walls.

Definition at line 797 of file character.cpp.

798{
800 return MAX_CLAIRVOYANCE;
801 }
802
804 return 8;
805 }
806
808 return 3;
809 }
810
811 // 0 would mean we have clairvoyance of own tile
812 return -1;
813}
#define MAX_CLAIRVOYANCE
Definition: character.h:80
@ VISION_CLAIRVOYANCE_PLUS
Definition: character.h:91
@ VISION_CLAIRVOYANCE
Definition: character.h:90
@ VISION_CLAIRVOYANCE_SUPER
Definition: character.h:92
std::bitset< NUM_VISION_MODES > vision_mode_cache
Definition: character.h:2164

References MAX_CLAIRVOYANCE, VISION_CLAIRVOYANCE, VISION_CLAIRVOYANCE_PLUS, VISION_CLAIRVOYANCE_SUPER, and vision_mode_cache.

Referenced by sees().

◆ clear_bionics()

void Character::clear_bionics ( )

Remove all bionics.

Definition at line 2665 of file bionics.cpp.

2666{
2667 my_bionics->clear();
2668}

References my_bionics.

◆ clear_destination()

◆ clear_destination_activity()

void Character::clear_destination_activity ( )

Definition at line 1018 of file character.cpp.

1019{
1021}
player_activity destination_activity
Definition: character.h:2228

References destination_activity.

Referenced by clear_destination().

◆ clear_miss_reasons()

void Character::clear_miss_reasons ( )

Clears the list of reasons for why the player would miss a melee attack.

Definition at line 324 of file melee.cpp.

325{
326 melee_miss_reasons.clear();
327}

References melee_miss_reasons.

Referenced by player::process_turn().

◆ clear_morale()

void Character::clear_morale ( )

Definition at line 9110 of file character.cpp.

9111{
9112 morale->clear();
9113}

References morale.

◆ clear_mutations()

void Character::clear_mutations ( )

Empties the trait and mutations lists.

Definition at line 2817 of file newcharacter.cpp.

2818{
2819 while( !my_traits.empty() ) {
2820 toggle_trait( *my_traits.begin() );
2821 }
2822 while( !my_mutations.empty() ) {
2823 unset_mutation( my_mutations.begin()->first );
2824 }
2825 cached_mutations.clear();
2826}
std::vector< const mutation_branch * > cached_mutations
Pointers to mutation branches in my_mutations.
Definition: character.h:2155
void unset_mutation(const trait_id &)
Definition: mutation.cpp:167
std::unordered_set< trait_id > my_traits
Contains mutation ids of the base traits.
Definition: character.h:2151

References cached_mutations, my_mutations, my_traits, toggle_trait(), and unset_mutation().

Referenced by npc::randomize(), and reset_scenario().

◆ compute_effective_nutrients()

nutrients Character::compute_effective_nutrients ( const item comest) const

Definition at line 327 of file consumption.cpp.

328{
329 if( !comest.is_comestible() ) {
330 return {};
331 }
332
333 // if item has components, will derive calories from that instead.
334 if( !comest.components.empty() && !comest.has_flag( flag_NUTRIENT_OVERRIDE ) ) {
335 nutrients tally{};
336 for( const item &component : comest.components ) {
337 nutrients component_value =
339 if( component.has_flag( flag_BYPRODUCT ) ) {
340 tally -= component_value;
341 } else {
342 tally += component_value;
343 }
344 }
345 return tally / comest.recipe_charges;
346 } else {
347 return compute_default_effective_nutrients( comest, *this );
348 }
349}
nutrients compute_effective_nutrients(const item &) const
std::list< item > components
Definition: item.h:2158
int recipe_charges
Definition: item.h:2198
static nutrients compute_default_effective_nutrients(const item &comest, const Character &you, const cata::flat_set< std::string > &extra_flags={})
static const std::string flag_NUTRIENT_OVERRIDE("NUTRIENT_OVERRIDE")
static const std::string flag_BYPRODUCT("BYPRODUCT")

References item::components, compute_default_effective_nutrients(), compute_effective_nutrients(), flag_BYPRODUCT(), flag_NUTRIENT_OVERRIDE(), item::has_flag(), item::is_comestible(), and item::recipe_charges.

Referenced by comestible_inventory_preset::comestible_inventory_preset(), compute_effective_nutrients(), consume_effects(), player::eat(), find_auto_consume(), nutrition_for(), and will_eat().

◆ compute_nutrient_range() [1/2]

std::pair< nutrients, nutrients > Character::compute_nutrient_range ( const item comest,
const recipe_id recipe_i,
const cata::flat_set< std::string > &  extra_flags = {} 
) const

Get calorie & vitamin contents for a comestible, taking into account character traits.

Get range of possible nutrient content, for a particular recipe, depending on choice of ingredients

Definition at line 353 of file consumption.cpp.

356{
357 if( !comest.is_comestible() ) {
358 return {};
359 }
360
361 // if item has components, will derive calories from that instead.
362 if( comest.has_flag( flag_NUTRIENT_OVERRIDE ) ) {
364 return { result, result };
365 }
366
367 nutrients tally_min;
368 nutrients tally_max;
369
370 const recipe &rec = *recipe_i;
371
372 cata::flat_set<std::string> our_extra_flags = extra_flags;
373
374 if( rec.hot_result() ) {
375 our_extra_flags.insert( flag_COOKED );
376 }
377
378 const requirement_data requirements = rec.simple_requirements();
379 const requirement_data::alter_item_comp_vector &component_requirements =
380 requirements.get_components();
381
382 for( const std::vector<item_comp> &component_options : component_requirements ) {
383 nutrients this_min;
384 nutrients this_max;
385 bool first = true;
386 for( const item_comp &component_option : component_options ) {
387 std::pair<nutrients, nutrients> component_option_range =
388 compute_nutrient_range( component_option.type, our_extra_flags );
389 component_option_range.first *= component_option.count;
390 component_option_range.second *= component_option.count;
391
392 if( first ) {
393 std::tie( this_min, this_max ) = component_option_range;
394 first = false;
395 } else {
396 this_min.min_in_place( component_option_range.first );
397 this_max.max_in_place( component_option_range.second );
398 }
399 }
400 tally_min += this_min;
401 tally_max += this_max;
402 }
403
404 for( const std::pair<const itype_id, int> &byproduct : rec.byproducts ) {
405 item byproduct_it( byproduct.first, calendar::turn, byproduct.second );
406 nutrients byproduct_nutr = compute_default_effective_nutrients( byproduct_it, *this );
407 tally_min -= byproduct_nutr;
408 tally_max -= byproduct_nutr;
409 }
410
411 int charges = comest.count();
412 return { tally_min / charges, tally_max / charges };
413}
std::pair< nutrients, nutrients > compute_nutrient_range(const item &, const recipe_id &, const cata::flat_set< std::string > &extra_flags={}) const
Get calorie & vitamin contents for a comestible, taking into account character traits.
iterator insert(iterator, const value_type &value)
Definition: flat_set.h:151
int count() const
If count_by_charges(), returns charges, otherwise 1.
Definition: item.cpp:5849
Definition: recipe.h:35
const requirement_data & simple_requirements() const
Fetch combined requirement data (inline and via "using" syntax).
Definition: recipe.h:67
bool hot_result() const
Definition: recipe.cpp:774
std::map< itype_id, int > byproducts
Definition: recipe.h:105
static const std::string flag_COOKED("COOKED")
void min_in_place(const nutrients &r)
Replace the values here with the minimum (or maximum) of themselves and the corresponding values take...
Definition: stomach.cpp:12
void max_in_place(const nutrients &r)
Definition: stomach.cpp:29
The *_vector members represent list of alternatives requirements: alter_tool_comp_vector = { * { { a,...
Definition: requirements.h:215
const alter_item_comp_vector & get_components() const
std::vector< std::vector< item_comp > > alter_item_comp_vector
Definition: requirements.h:223

References recipe::byproducts, compute_default_effective_nutrients(), compute_nutrient_range(), item::count(), flag_COOKED(), flag_NUTRIENT_OVERRIDE(), requirement_data::get_components(), item::has_flag(), recipe::hot_result(), cata::flat_set< T, Compare, Data >::insert(), item::is_comestible(), nutrients::max_in_place(), nutrients::min_in_place(), recipe::simple_requirements(), and calendar::turn.

Referenced by compute_nutrient_range().

◆ compute_nutrient_range() [2/2]

std::pair< nutrients, nutrients > Character::compute_nutrient_range ( const itype_id comest_id,
const cata::flat_set< std::string > &  extra_flags = {} 
) const

Same, but across arbitrary recipes.

Definition at line 417 of file consumption.cpp.

419{
420 const itype *comest = &*comest_id;
421 if( !comest->comestible ) {
422 return {};
423 }
424
425 item comest_it( comest, calendar::turn, 1 );
426 // The default nutrients are always a possibility
427 nutrients min_nutr = compute_default_effective_nutrients( comest_it, *this, extra_flags );
428
429 if( comest->has_flag( flag_NUTRIENT_OVERRIDE ) ||
430 recipe_dict.is_item_on_loop( comest->get_id() ) ) {
431 return { min_nutr, min_nutr };
432 }
433
434 nutrients max_nutr = min_nutr;
435
436 for( const recipe_id &rec : comest->recipes ) {
437 nutrients this_min;
438 nutrients this_max;
439
440 item result_it = rec->create_result();
441 if( result_it.contents.num_item_stacks() == 1 ) {
442 const item alt_result = result_it.contents.front();
443 if( alt_result.typeId() == comest_it.typeId() ) {
444 result_it = alt_result;
445 }
446 }
447 if( result_it.typeId() != comest_it.typeId() ) {
448 debugmsg( "When creating recipe result expected %s, got %s\n",
449 comest_it.typeId().str(), result_it.typeId().str() );
450 }
451 std::tie( this_min, this_max ) = compute_nutrient_range( result_it, rec, extra_flags );
452 min_nutr.min_in_place( this_min );
453 max_nutr.max_in_place( this_max );
454 }
455
456 return { min_nutr, max_nutr };
457}
size_t num_item_stacks() const
returns the number of items stacks in contents each item that is not count_by_charges,...
bool is_item_on_loop(const itype_id &) const
item create_result() const
Definition: recipe.cpp:423
recipe_dictionary recipe_dict
cata::value_ptr< islot_comestible > comestible
Definition: itype.h:848
std::vector< recipe_id > recipes
What recipes can make this item.
Definition: itype.h:1014
bool has_flag(const std::string &flag) const
Definition: itype.cpp:71
const itype_id & get_id() const
Definition: itype.h:1070

References itype::comestible, compute_default_effective_nutrients(), compute_nutrient_range(), item::contents, recipe::create_result(), debugmsg, flag_NUTRIENT_OVERRIDE(), item_contents::front(), itype::get_id(), itype::has_flag(), recipe_dictionary::is_item_on_loop(), nutrients::max_in_place(), nutrients::min_in_place(), item_contents::num_item_stacks(), recipe_dict, itype::recipes, string_id< T >::str(), calendar::turn, and item::typeId().

◆ conduct_blood_analysis()

void Character::conduct_blood_analysis ( ) const

Definition at line 2022 of file character.cpp.

2023{
2024 std::vector<std::string> effect_descriptions;
2025 std::vector<nc_color> colors;
2026
2027 for( auto &elem : *effects ) {
2028 if( elem.first->get_blood_analysis_description().empty() ) {
2029 continue;
2030 }
2031 effect_descriptions.emplace_back( elem.first->get_blood_analysis_description() );
2032 colors.emplace_back( elem.first->get_rating() == e_good ? c_green : c_red );
2033 }
2034
2035 const int win_w = 46;
2036 size_t win_h = 0;
2038 ui_adaptor ui;
2039 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
2040 win_h = std::min( static_cast<size_t>( TERMY ),
2041 std::max<size_t>( 1, effect_descriptions.size() ) + 2 );
2042 w = catacurses::newwin( win_h, win_w,
2043 point( ( TERMX - win_w ) / 2, ( TERMY - win_h ) / 2 ) );
2044 ui.position_from_window( w );
2045 } );
2046 ui.mark_resize();
2047 ui.on_redraw( [&]( const ui_adaptor & ) {
2048 draw_border( w, c_red, string_format( " %s ", _( "Blood Test Results" ) ) );
2049 if( effect_descriptions.empty() ) {
2050 trim_and_print( w, point( 2, 1 ), win_w - 3, c_white, _( "No effects." ) );
2051 } else {
2052 for( size_t line = 1; line < ( win_h - 1 ) && line <= effect_descriptions.size(); ++line ) {
2053 trim_and_print( w, point( 2, line ), win_w - 3, colors[line - 1], effect_descriptions[line - 1] );
2054 }
2055 }
2056 wnoutrefresh( w );
2057 } );
2058 input_context ctxt( "BLOOD_TEST_RESULTS" );
2059 ctxt.register_action( "CONFIRM" );
2060 ctxt.register_action( "QUIT" );
2061 ctxt.register_action( "HELP_KEYBINDINGS" );
2062 bool stop = false;
2063 // Display new messages
2064 g->invalidate_main_ui_adaptor();
2065 while( !stop ) {
2067 const std::string action = ctxt.handle_input();
2068 if( action == "CONFIRM" || action == "QUIT" ) {
2069 stop = true;
2070 }
2071 }
2072}
A wrapper over a pointer to a curses window.
Definition: cursesdef.h:55
Represents a context in which a set of actions can be performed.
Definition: input.h:382
@ action
Definition: dialogue.h:36
@ e_good
Definition: effect.h:29
void line(map *m, const ter_id &type, const point &p1, const point &p2)
Definition: mapgen.cpp:6455
std::string colors()
Definition: path_info.cpp:146
window newwin(int nlines, int ncols, const point &begin)
Definition: ncurses_def.cpp:34
void wnoutrefresh(const window &win)
Definition: ncurses_def.cpp:43
void redraw()
Definition: ui_manager.cpp:285
Definition: overmap_ui.h:17
int TERMX
Definition: output.cpp:47
int TERMY
Definition: output.cpp:48
void trim_and_print(const catacurses::window &w, const point &begin, const int width, const nc_color &base_color, const std::string &text, const report_color_error color_error)
Prints a single line of text.
Definition: output.cpp:214
void draw_border(const catacurses::window &w, nc_color border_color, const std::string &title, nc_color title_color)
Definition: output.cpp:575

References _, action, c_green, c_red, c_white, PATH_INFO::colors(), draw_border(), e_good, Creature::effects, g, input_context::handle_input(), line(), catacurses::newwin(), ui_manager::redraw(), input_context::register_action(), string_format(), TERMX, TERMY, trim_and_print(), and catacurses::wnoutrefresh().

Referenced by activate_bionic(), and iexamine::autodoc().

◆ consume_charges()

bool Character::consume_charges ( item used,
int  qty 
)

Consume charges of a tool or comestible item, potentially destroying it in the process.

Parameters
useditem consuming the charges
qtynumber of charges to consume which must be non-zero
Returns
true if item was destroyed

Definition at line 7508 of file character.cpp.

7509{
7510 if( qty < 0 ) {
7511 debugmsg( "Tried to consume negative charges" );
7512 return false;
7513 }
7514
7515 if( qty == 0 ) {
7516 return false;
7517 }
7518
7519 if( !used.is_tool() && !used.is_food() && !used.is_medication() ) {
7520 debugmsg( "Tried to consume charges for non-tool, non-food, non-med item" );
7521 return false;
7522 }
7523
7524 // Consume comestibles destroying them if no charges remain
7525 if( used.is_food() || used.is_medication() ) {
7526 used.charges -= qty;
7527 if( used.charges <= 0 ) {
7528 i_rem( &used );
7529 return true;
7530 }
7531 return false;
7532 }
7533
7534 // Tools which don't require ammo are instead destroyed
7535 if( used.is_tool() && !used.ammo_required() ) {
7536 i_rem( &used );
7537 return true;
7538 }
7539
7540 if( used.is_power_armor() ) {
7541 if( used.charges >= qty ) {
7542 used.ammo_consume( qty, pos() );
7543 } else if( as_player()->can_interface_armor() && has_charges( itype_bio_armor, qty ) ) {
7545 } else {
7546 use_charges( itype_UPS, qty );
7547 }
7548 }
7549
7550 // USE_UPS never occurs on base items but is instead added by the UPS tool mod
7551 if( used.has_flag( flag_USE_UPS ) ) {
7552 // With the new UPS system, we'll want to use any charges built up in the tool before pulling from the UPS
7553 // The usage of the item was already approved, so drain item if possible, otherwise use UPS
7554 if( used.charges >= qty ) {
7555 used.ammo_consume( qty, pos() );
7556 } else {
7557 use_charges( itype_UPS, qty );
7558 }
7559 } else {
7560 used.ammo_consume( std::min( qty, used.ammo_remaining() ), pos() );
7561 }
7562 return false;
7563}
static const std::string flag_USE_UPS("USE_UPS")
static const itype_id itype_bio_armor("bio_armor")
std::list< item > use_charges(const itype_id &what, int qty, const std::function< bool(const item &)> &filter=return_true< item >)
Definition: character.cpp:9651
bool is_tool() const
Definition: item.cpp:6792
bool is_food() const
Definition: item.cpp:6431
int ammo_consume(int qty, const tripoint &pos)
Consume ammo (if available) and return the amount of ammo that was consumed.
Definition: item.cpp:7313

References item::ammo_consume(), item::ammo_remaining(), item::ammo_required(), Creature::as_player(), item::charges, debugmsg, flag_USE_UPS(), has_charges(), item::has_flag(), i_rem(), item::is_food(), item::is_medication(), item::is_power_armor(), item::is_tool(), itype_bio_armor, itype_UPS, pos(), and use_charges().

Referenced by chop_plank_activity(), chop_tree_activity(), feedpet(), activity_handlers::firstaid_finish(), npc::heal_player(), npc::heal_self(), invoke_item(), activity_handlers::jackhammer_finish(), petfood(), activity_handlers::pickaxe_finish(), npc::pretend_heal(), activity_handlers::repair_item_finish(), activity_handlers::shear_finish(), and activity_handlers::start_fire_finish().

◆ consume_effects()

bool Character::consume_effects ( item food)

Handles the effects of consuming an item.

Definition at line 1159 of file consumption.cpp.

1160{
1161 if( !food.is_comestible() ) {
1162 debugmsg( "called Character::consume_effects with non-comestible" );
1163 return false;
1164 }
1165
1166 if( has_trait( trait_THRESH_PLANT ) && food.type->can_use( "PLANTBLECH" ) ) {
1167 // Was used to cap nutrition and thirst, but no longer does this
1168 return false;
1169 }
1172 // No good can come of this.
1173 return false;
1174 }
1175
1176 const auto &comest = *food.get_comestible();
1177
1178 // Rotten food causes health loss
1179 const float relative_rot = food.get_relative_rot();
1180 if( relative_rot > 1.0f && !has_trait( trait_SAPROPHAGE ) &&
1182 const float rottedness = clamp( 2 * relative_rot - 2.0f, 0.1f, 1.0f );
1183 // ~-1 health per 1 nutrition at halfway-rotten-away, ~0 at "just got rotten"
1184 // But always round down
1185 int h_loss = -rottedness * comest.get_default_nutr();
1186 mod_healthy_mod( h_loss, -200 );
1187 add_msg( m_debug, "%d health from %0.2f%% rotten food", h_loss, rottedness );
1188 }
1189
1190 // Used in hibernation messages.
1191 const auto nutr = nutrition_for( food );
1192 const bool skip_health = has_trait( trait_PROJUNK2 ) && comest.healthy < 0;
1193 // We can handle junk just fine
1194 if( !skip_health ) {
1195 modify_health( comest );
1196 }
1197 modify_stimulation( comest );
1198 modify_fatigue( comest );
1199 modify_radiation( comest );
1200 modify_addiction( comest );
1201 modify_morale( food, nutr );
1202
1203 // Moved here and changed a bit - it was too complex
1204 // Incredibly minor stuff like this shouldn't require complexity
1205 if( !is_npc() && has_trait( trait_SLIMESPAWNER ) &&
1208 _( "You feel as though you're going to split open! In a good way?" ) );
1209 mod_pain( 5 );
1210 int numslime = 1;
1211 for( int i = 0; i < numslime; i++ ) {
1212 if( monster *const slime = g->place_critter_around( mon_player_blob, pos(), 1 ) ) {
1213 slime->friendly = -1;
1214 }
1215 }
1216 mod_stored_kcal( -400 );
1217 mod_thirst( 40 );
1218 //~ slimespawns have *small voices* which may be the Nice equivalent
1219 //~ of the Rat King's ALL CAPS invective. Probably shared-brain telepathy.
1220 add_msg_if_player( m_good, _( "hey, you look like me! let's work together!" ) );
1221 }
1222
1223 // Set up food for ingestion
1224 const item &contained_food = food.is_container() ? food.get_contained() : food;
1225 food_summary ingested{
1226 compute_effective_nutrients( contained_food )
1227 };
1228 // Maybe move tapeworm to digestion
1229 if( has_effect( effect_tapeworm ) ) {
1230 ingested.nutr /= 2;
1231 }
1232
1233 int excess_kcal = get_stored_kcal() + stomach.get_calories() + ingested.nutr.kcal -
1235
1236 // Moved hypermetabolism check here to prevent it being gimped by various bloating/vomit problems.
1237 if( excess_kcal > 0 && has_trait( trait_EATHEALTH ) ) {
1238 healall( roll_remainder( excess_kcal / 50.0f ) );
1239 mod_stored_kcal( -excess_kcal );
1240 excess_kcal = 0;
1241 }
1242
1243 int excess_quench = -( get_thirst() - comest.quench );
1244 stomach.ingest( ingested );
1245 mod_thirst( -contained_food.type->comestible->quench );
1246
1247
1248 if( ( excess_kcal > 0 || excess_quench > 0 ) && !food.has_flag( flag_NO_BLOAT ) ) {
1249 add_effect( effect_bloated, 5_minutes );
1250 }
1251
1252 return true;
1253}
constexpr T clamp(const T &val, const T &min, const T &max)
Clamp first argument so that it is no lower than second and no higher than third.
Definition: cata_utility.h:145
void modify_addiction(const islot_comestible &comest)
Used to apply addiction modifications from food and medication.
void modify_stimulation(const islot_comestible &comest)
Used to apply stimulation modifications from food and medication.
void modify_morale(item &food, int nutr=0)
Used to apply morale modifications from food and medication.
void modify_radiation(const islot_comestible &comest)
Used to apply radiation from food and medication.
virtual void mod_thirst(int nthirst)
Definition: character.cpp:4409
stomach_contents stomach
Definition: character.h:1591
void modify_health(const islot_comestible &comest)
Used to apply health modifications from food and medication.
void healall(int dam)
Heals all body parts for dam.
Definition: character.cpp:8642
void modify_fatigue(const islot_comestible &comest)
Used to apply fatigue modifications from food and medication.
bool is_container() const
Whether this is container.
Definition: item.cpp:6558
double get_relative_rot() const
Get rot value relative to shelf life (or 0 if item does not spoil)
Definition: item.cpp:5409
const item & get_contained() const
Return a contained item (if any and only one).
Definition: item.cpp:6879
void ingest(const food_summary &ingested)
Directly adds food to stomach contents.
Definition: stomach.cpp:126
int get_calories() const
Definition: stomach.cpp:179
static const trait_id trait_SLIMESPAWNER("SLIMESPAWNER")
static const mtype_id mon_player_blob("mon_player_blob")
static const trait_id trait_THRESH_PLANT("THRESH_PLANT")
static const bionic_id bio_digestion("bio_digestion")
static const efftype_id effect_tapeworm("tapeworm")
static const trait_id trait_PROJUNK2("PROJUNK2")
static const trait_id trait_SAPROVORE("SAPROVORE")
static const efftype_id effect_bloated("bloated")
static const trait_id trait_EATHEALTH("EATHEALTH")
static const trait_id trait_SAPROPHAGE("SAPROPHAGE")
static const std::string flag_NO_BLOAT("NO_BLOAT")
bool can_use(const std::string &iuse_name) const
Definition: itype.cpp:86

References _, Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), bio_digestion, itype::can_use(), clamp(), itype::comestible, compute_effective_nutrients(), debugmsg, effect_bloated, effect_tapeworm, flag_NO_BLOAT(), g, stomach_contents::get_calories(), item::get_comestible(), item::get_contained(), item::get_relative_rot(), get_stored_kcal(), get_thirst(), item::has_any_flag(), has_bionic(), Creature::has_effect(), item::has_flag(), has_trait(), healall(), herbivore_blacklist(), stomach_contents::ingest(), item::is_comestible(), item::is_container(), Creature::is_npc(), m_debug, m_good, m_mixed, max_stored_kcal(), mod_healthy_mod(), Creature::mod_pain(), mod_stored_kcal(), mod_thirst(), modify_addiction(), modify_fatigue(), modify_health(), modify_morale(), modify_radiation(), modify_stimulation(), mon_player_blob, nutrition_for(), pos(), roll_remainder(), slaked, stomach, trait_EATHEALTH, trait_HERBIVORE, trait_PROJUNK2, trait_RUMINANT, trait_SAPROPHAGE, trait_SAPROVORE, trait_SLIMESPAWNER, trait_THRESH_PLANT, and item::type.

Referenced by player::consume_med(), player::eat(), iuse::ecig(), and try_consume().

◆ consume_remote_fuel()

int Character::consume_remote_fuel ( int  amount)

Consume fuel used by remote powered bionic, return amount of request unfulfilled (0 if totally successful).

Definition at line 1411 of file bionics.cpp.

1412{
1413 int unconsumed_amount = amount;
1414 const std::vector<item *> cables = items_with( []( const item & it ) {
1415 return it.active && it.has_flag( flag_CABLE_SPOOL );
1416 } );
1417
1418 map &here = get_map();
1419 for( const item *cable : cables ) {
1420 const cata::optional<tripoint> target = cable->get_cable_target( this, pos() );
1421 if( target ) {
1422 const optional_vpart_position vp = here.veh_at( *target );
1423 if( !vp ) {
1424 continue;
1425 }
1426 unconsumed_amount = vp->vehicle().discharge_battery( amount );
1427 }
1428 }
1429
1430 if( unconsumed_amount > 0 ) {
1431 static const item_filter used_ups = [&]( const item & itm ) {
1432 return itm.get_var( "cable" ) == "plugged_in";
1433 };
1434 if( has_charges( itype_UPS_off, unconsumed_amount, used_ups ) ) {
1435 use_charges( itype_UPS_off, unconsumed_amount, used_ups );
1436 unconsumed_amount -= 1;
1437 } else if( has_charges( itype_adv_UPS_off, unconsumed_amount, used_ups ) ) {
1438 use_charges( itype_adv_UPS_off, roll_remainder( unconsumed_amount * 0.6 ), used_ups );
1439 unconsumed_amount -= 1;
1440 }
1441 }
1442
1443 return unconsumed_amount;
1444}
static const itype_id itype_adv_UPS_off("adv_UPS_off")
static const itype_id itype_UPS_off("UPS_off")
std::function< bool(const item &)> item_filter
Definition: game.h:119

References item::active, flag_CABLE_SPOOL(), get_map(), has_charges(), item::has_flag(), visitable< Character >::items_with(), itype_adv_UPS_off, itype_UPS_off, pos(), roll_remainder(), and use_charges().

Referenced by burn_fuel().

◆ cough()

void Character::cough ( bool  harmful = false,
int  loudness = 4 
)

Definition at line 7640 of file character.cpp.

7641{
7643 return;
7644 }
7645
7646 if( harmful ) {
7647 const int stam = get_stamina();
7648 const int malus = get_stamina_max() * 0.05; // 5% max stamina
7649 mod_stamina( -malus );
7650 if( stam < malus && x_in_y( malus - stam, malus ) && one_in( 6 ) ) {
7651 apply_damage( nullptr, bodypart_id( "torso" ), 1 );
7652 }
7653 }
7654
7655 if( !is_npc() ) {
7656 add_msg( m_bad, _( "You cough heavily." ) );
7657 }
7658 sounds::sound( pos(), loudness, sounds::sound_t::speech, _( "a hacking cough." ), false, "misc",
7659 "cough" );
7660
7661 moves -= 80;
7662
7663 add_effect( effect_recently_coughed, 5_minutes );
7664}
static const efftype_id effect_cough_suppress("cough_suppress")
static const efftype_id effect_recently_coughed("recently_coughed")

References _, Creature::add_effect(), add_msg(), apply_damage(), effect_cough_suppress, effect_recently_coughed, get_stamina(), get_stamina_max(), Creature::has_effect(), Creature::is_npc(), m_bad, mod_stamina(), Creature::moves, one_in(), pos(), sounds::sound(), sounds::speech, and x_in_y().

Referenced by eff_fun_fungus(), and player::process_one_effect().

◆ covered_with_flag()

bool Character::covered_with_flag ( const std::string &  flag,
const body_part_set parts 
) const

Definition at line 8965 of file character.cpp.

8966{
8967 if( parts.none() ) {
8968 return true;
8969 }
8970
8971 body_part_set to_cover( parts );
8972
8973 for( const auto &elem : worn ) {
8974 if( !elem.has_flag( flag ) ) {
8975 continue;
8976 }
8977
8978 to_cover &= ~elem.get_covered_body_parts();
8979
8980 if( to_cover.none() ) {
8981 return true; // Allows early exit.
8982 }
8983 }
8984
8985 return to_cover.none();
8986}
bool none() const
Definition: bodypart.h:249

References body_part_set::none(), and worn.

Referenced by is_waterproof().

◆ crafting_inventory() [1/2]

◆ crafting_inventory() [2/2]

const inventory & Character::crafting_inventory ( const tripoint src_pos = tripoint_zero,
int  radius = PICKUP_RANGE,
bool  clear_path = true 
)

Definition at line 553 of file crafting.cpp.

555{
556 tripoint inv_pos = src_pos;
557 if( src_pos == tripoint_zero ) {
558 inv_pos = pos();
559 }
560 if( cached_moves == moves
562 && cached_position == inv_pos ) {
564 }
565 cached_crafting_inventory.form_from_map( inv_pos, radius, this, false, clear_path );
569 for( const bionic &bio : *my_bionics ) {
570 const bionic_data &bio_data = bio.info();
571 if( ( !bio_data.activated || bio.powered ) &&
572 !bio_data.fake_item.is_empty() ) {
573 cached_crafting_inventory += item( bio.info().fake_item,
575 }
576 }
577 if( has_trait( trait_BURROW ) ) {
580 }
581
584 cached_position = inv_pos;
585 // cache the qualities of the items in cached_crafting_inventory
588}
tripoint cached_position
Definition: character.h:2258
int cached_moves
Definition: character.h:2257
inventory cached_crafting_inventory
Definition: character.h:2259
void form_from_map(const tripoint &origin, int range, const Character *pl=nullptr, bool assign_invlet=true, bool clear_path=true)
Definition: inventory.cpp:472
void update_quality_cache()
Definition: inventory.cpp:1114
static const trait_id trait_BURROW("BURROW")
bool activated
Is true if a bionic is an active instead of a passive bionic.
Definition: bionics.h:49

References bionic_data::activated, cached_crafting_inventory, cached_moves, cached_position, cached_time, bionic_data::fake_item, inventory::form_from_map(), get_power_level(), has_trait(), inv, string_id< T >::is_empty(), Creature::moves, my_bionics, pos(), units::to_kilojoule(), trait_BURROW, tripoint_zero, calendar::turn, inventory::update_quality_cache(), weapon, and worn.

◆ crit_chance()

double Character::crit_chance ( float  roll_hit,
float  target_dodge,
const item weap 
) const

Returns the chance to critical given a hit roll and target's dodge roll.

Unarmed increases critical chance with UNARMED_WEAPON Dexterity increases chance for critical hits Perception increases chance for critical hits Bashing increases critical chance with bashing weapons Cutting increases critical chance with cutting weapons Stabbing increases critical chance with piercing weapons Unarmed increases critical chance with unarmed weapons Melee slightly increases critical chance with any item

Definition at line 712 of file melee.cpp.

713{
714 // Weapon to-hit roll
715 double weapon_crit_chance = 0.5;
716 if( weap.is_unarmed_weapon() ) {
717 // Unarmed attack: 1/2 of unarmed skill is to-hit
718 /** @EFFECT_UNARMED increases critical chance with UNARMED_WEAPON */
719 weapon_crit_chance = 0.5 + 0.05 * get_skill_level( skill_unarmed );
720 }
721
722 if( weap.type->m_to_hit > 0 ) {
723 weapon_crit_chance = std::max( weapon_crit_chance, 0.5 + 0.1 * weap.type->m_to_hit );
724 } else if( weap.type->m_to_hit < 0 ) {
725 weapon_crit_chance += 0.1 * weap.type->m_to_hit;
726 }
727 weapon_crit_chance = limit_probability( weapon_crit_chance );
728
729 // Dexterity and perception
730 /** @EFFECT_DEX increases chance for critical hits */
731
732 /** @EFFECT_PER increases chance for critical hits */
733 const double stat_crit_chance = limit_probability( 0.25 + 0.01 * dex_cur + ( 0.02 * per_cur ) );
734
735 /** @EFFECT_BASHING increases critical chance with bashing weapons */
736 /** @EFFECT_CUTTING increases critical chance with cutting weapons */
737 /** @EFFECT_STABBING increases critical chance with piercing weapons */
738 /** @EFFECT_UNARMED increases critical chance with unarmed weapons */
739 int sk = get_skill_level( weap.melee_skill() );
740 if( has_active_bionic( bio_cqb ) ) {
741 sk = std::max( sk, BIO_CQB_LEVEL );
742 }
743
744 /** @EFFECT_MELEE slightly increases critical chance with any item */
745 sk += get_skill_level( skill_melee ) / 2.5;
746
747 const double skill_crit_chance = limit_probability( 0.25 + sk * 0.025 );
748
749 // Examples (survivor stats/chances of each critical):
750 // Fresh (skill-less) 8/8/8/8, unarmed:
751 // 50%, 49%, 25%; ~1/16 guaranteed critical + ~1/8 if roll>dodge*1.5
752 // Expert (skills 10) 10/10/10/10, unarmed:
753 // 100%, 55%, 60%; ~1/3 guaranteed critical + ~4/10 if roll>dodge*1.5
754 // Godlike with combat CBM 20/20/20/20, pipe (+1 accuracy):
755 // 60%, 100%, 42%; ~1/4 guaranteed critical + ~3/8 if roll>dodge*1.5
756
757 // Note: the formulas below are only valid if none of the 3 critical chance values go above 1.0
758 // It is therefore important to limit them to between 0.0 and 1.0
759
760 // Chance to get all 3 criticals (a guaranteed critical regardless of hit/dodge)
761 const double chance_triple = weapon_crit_chance * stat_crit_chance * skill_crit_chance;
762 // Only check double critical (one that requires hit/dodge comparison) if we have good
763 // hit vs dodge
764 if( roll_hit > target_dodge * 3 / 2 ) {
765 const double chance_double = 0.5 * (
766 weapon_crit_chance * stat_crit_chance +
767 stat_crit_chance * skill_crit_chance +
768 weapon_crit_chance * skill_crit_chance -
769 ( 3 * chance_triple ) );
770 // Because chance_double already removed the triples with -( 3 * chance_triple ),
771 // chance_triple and chance_double are mutually exclusive probabilities and can just
772 // be added together.
774 melee::melee_stats.double_crit_chance += chance_double + chance_triple;
775 return chance_triple + chance_double;
776 }
778 melee::melee_stats.crit_chance += chance_triple;
779 return chance_triple;
780}
bool is_unarmed_weapon() const
Definition: item.cpp:734
skill_id melee_skill() const
The most relevant skill used with this melee weapon.
Definition: item.cpp:7036
double limit_probability(double unbounded_probability)
Limits a probability to be between 0.0 and 1.0.
Definition: melee.cpp:707
melee_statistic_data melee_stats
Definition: melee.cpp:2404
int m_to_hit
Definition: itype.h:998
double crit_chance
Definition: melee.h:15
int double_crit_count
Definition: melee.h:11
double double_crit_chance
Definition: melee.h:14

References bio_cqb, BIO_CQB_LEVEL, melee_statistic_data::crit_chance, melee_statistic_data::crit_count, dex_cur, melee_statistic_data::double_crit_chance, melee_statistic_data::double_crit_count, get_skill_level(), has_active_bionic(), item::is_unarmed_weapon(), limit_probability(), itype::m_to_hit, item::melee_skill(), melee::melee_stats, per_cur, skill_melee, skill_unarmed, and item::type.

Referenced by item::effective_dps(), and scored_crit().

◆ crossed_threshold()

bool Character::crossed_threshold ( ) const

Returns true if the player has crossed a mutation threshold Player can only cross one mutation threshold.

Definition at line 8709 of file character.cpp.

8710{
8711 for( const trait_id &mut : get_mutations() ) {
8712 if( mut->threshold ) {
8713 return true;
8714 }
8715 }
8716 return false;
8717}

References get_mutations(), and mutation_branch::threshold.

Referenced by player::disp_info(), draw_tip(), player::hardcoded_effects(), marloss_common(), modify_morale(), conditional_t< T >::set_has_trait_flag(), and test_crossing_threshold().

◆ deactivate_bionic()

bool Character::deactivate_bionic ( int  b,
bool  eff_only = false 
)

Handles bionic deactivation effects of the entered bionic, returns if anything deactivated.

Definition at line 1065 of file bionics.cpp.

1066{
1067 bionic &bio = ( *my_bionics )[b];
1068
1069 if( bio.incapacitated_time > 0_turns ) {
1070 add_msg( m_info, _( "Your %s is shorting out and can't be deactivated." ),
1071 bio.info().name );
1072 return false;
1073 }
1074
1075 if( bio.info().is_remote_fueled ) {
1077 }
1078
1079 // Just do the effect, no stat changing or messages
1080 if( !eff_only ) {
1081 if( !bio.powered ) {
1082 // It's already off!
1083 return false;
1084 }
1085 if( !bio.info().has_flag( flag_BIONIC_TOGGLED ) ) {
1086 // It's a fire-and-forget bionic, we can't turn it off but have to wait for
1087 //it to run out of charge
1088 add_msg_if_player( m_info, _( "You can't deactivate your %s manually!" ),
1089 bio.info().name );
1090 return false;
1091 }
1092 if( get_power_level() < bio.info().power_deactivate ) {
1093 add_msg( m_info, _( "You don't have the power to deactivate your %s." ),
1094 bio.info().name );
1095 return false;
1096 }
1097
1098 //We can actually deactivate now, do deactivation-y things
1100 bio.powered = false;
1101 add_msg_if_player( m_neutral, _( "You deactivate your %s." ), bio.info().name );
1102 }
1103
1104 // Deactivation effects go here
1105 if( bio.info().has_flag( flag_BIONIC_WEAPON ) ) {
1106 if( weapon.typeId() == bio.info().fake_item ) {
1107 add_msg_if_player( _( "You withdraw your %s." ), weapon.tname() );
1108 if( g->u.sees( pos() ) ) {
1109 add_msg_if_npc( m_info, _( "<npcname> withdraws %s %s." ), disp_name( true ),
1110 weapon.tname() );
1111 }
1112 bio.ammo_loaded =
1113 weapon.ammo_data() != nullptr ? weapon.ammo_data()->get_id() : itype_id::NULL_ID();
1114 bio.ammo_count = static_cast<unsigned int>( weapon.ammo_remaining() );
1115 weapon = item();
1117 }
1118 } else if( bio.id == bio_cqb ) {
1119 martial_arts_data->selected_style_check();
1120 } else if( bio.id == bio_remote ) {
1121 if( g->remoteveh() != nullptr && !has_active_item( itype_remotevehcontrol ) ) {
1122 g->setremoteveh( nullptr );
1123 } else if( !get_value( "remote_controlling" ).empty() &&
1125 set_value( "remote_controlling", "" );
1126 }
1127 } else if( bio.id == bio_tools ) {
1129 } else if( bio.id == bio_ads ) {
1131 bio.energy_stored = 0_kJ;
1132 }
1133
1134 // Recalculate stats (strength, mods from pain etc.) that could have been affected
1136 reset();
1137 if( !bio.id->enchantments.empty() ) {
1139 }
1140
1141 // Also reset crafting inventory cache if this bionic spawned a fake item
1142 if( !bio.info().fake_item.is_empty() ) {
1144 }
1145
1146 // Compatibility with old saves without the toolset hammerspace
1147 if( !eff_only && bio.id == bio_tools && !has_bionic( bionic_TOOLS_EXTEND ) ) {
1148 // E X T E N D T O O L S
1150 }
1151
1152 return true;
1153}
static const bionic_id bio_ads("bio_ads")
static const itype_id itype_remotevehcontrol("remotevehcontrol")
static const bionic_id bionic_TOOLS_EXTEND("bio_tools_extend")
static const itype_id itype_radiocontrol("radiocontrol")
bool has_active_item(const itype_id &id) const
Whether the player carries an active item of the given item type.
Definition: character.cpp:2552
void reset_remote_fuel()
Definition: bionics.cpp:1446
virtual void add_msg_if_npc(const std::string &) const
Definition: creature.h:635
const itype * ammo_data() const
Specific ammo data, returns nullptr if item is neither ammo nor loaded with any.
Definition: item.cpp:7365
static const string_id< itype > & NULL_ID()
Returns a null id whose string_id<T>::is_null() must always return true.
units::energy power_deactivate
Power cost on deactivation.
Definition: bionics.h:39

References _, add_bionic(), add_msg(), Creature::add_msg_if_npc(), Creature::add_msg_if_player(), bionic::ammo_count, item::ammo_data(), bionic::ammo_loaded, item::ammo_remaining(), b, bio_ads, bio_cqb, bio_remote, bio_tools, bionic_TOOLS_EXTEND, disp_name(), bionic_data::enchantments, bionic::energy_stored, bionic_data::fake_item, flag_BIONIC_TOGGLED, flag_BIONIC_WEAPON, g, itype::get_id(), get_power_level(), Creature::get_value(), has_active_item(), has_bionic(), bionic_data::has_flag(), bionic::id, bionic::incapacitated_time, bionic::info(), invalidate_crafting_inventory(), string_id< T >::is_empty(), bionic_data::is_remote_fueled, itype_radiocontrol, itype_remotevehcontrol, m_info, m_neutral, martial_arts_data, mod_power_level(), bionic_data::name, string_id< itype >::NULL_ID(), pos(), bionic_data::power_deactivate, bionic::powered, recalculate_enchantment_cache(), reset(), reset_encumbrance(), reset_remote_fuel(), Creature::set_value(), item::tname(), item::typeId(), and weapon.

Referenced by absorb_hit(), burn_fuel(), npc::deactivate_bionic_by_id(), player::power_bionics(), process_bionic(), and uninstall_bionic().

◆ deactivate_mutation()

void Character::deactivate_mutation ( const trait_id mut)

Definition at line 610 of file mutation.cpp.

611{
612 my_mutations[mut].powered = false;
613
614 // Handle stat changes from deactivation
615 apply_mods( mut, false );
617 const mutation_branch &mdata = mut.obj();
618 if( mdata.transform ) {
619 const cata::value_ptr<mut_transform> trans = mdata.transform;
620 mod_moves( -trans->moves );
621 switch_mutations( mut, trans->target, trans->active );
622 }
623
624 if( !mut->enchantments.empty() ) {
626 }
627}
void apply_mods(const trait_id &mut, bool add_remove)
Applies stat mods to character.
Definition: mutation.cpp:206
std::vector< enchantment_id > enchantments
mutation enchantments
Definition: mutation.h:253

References apply_mods(), mutation_branch::enchantments, Creature::mod_moves(), my_mutations, string_id< T >::obj(), recalc_sight_limits(), recalculate_enchantment_cache(), switch_mutations(), and mutation_branch::transform.

Referenced by player::power_mutations(), and player::power_mutations_ui().

◆ deal_damage()

dealt_damage_instance Character::deal_damage ( Creature source,
bodypart_id  bp,
const damage_instance d 
)
overridevirtual

Calls Creature::deal_damage and handles damaged effects (waking up, etc.)

Dexterity increases chance to avoid being grabbed

Reimplemented from Creature.

Definition at line 8452 of file character.cpp.

8454{
8455 if( has_trait( trait_DEBUG_NODMG ) ) {
8456 return dealt_damage_instance();
8457 }
8458
8459 const body_part bp_token = bp->token;
8460 if( bp_token == num_bp ) {
8461 debugmsg( "Wacky bodypart hit!" );
8462 return dealt_damage_instance();
8463 }
8464
8465 //damage applied here
8466 dealt_damage_instance dealt_dams = Creature::deal_damage( source, bp, d );
8467 //block reduction should be by applied this point
8468 int dam = dealt_dams.total_damage();
8469
8470 // TODO: Pre or post blit hit tile onto "this"'s location here
8471 if( dam > 0 && g->u.sees( pos() ) ) {
8472 g->draw_hit_player( *this, dam );
8473
8474 if( is_player() && source ) {
8475 //monster hits player melee
8476 SCT.add( point( posx(), posy() ),
8477 direction_from( point_zero, point( posx() - source->posx(), posy() - source->posy() ) ),
8478 get_hp_bar( dam, get_hp_max( bp ) ).first, m_bad, body_part_name( bp ), m_neutral );
8479 }
8480 }
8481
8482 // handle snake artifacts
8483 if( has_artifact_with( AEP_SNAKES ) && dam >= 6 ) {
8484 const int snakes = dam / 6;
8485 int spawned = 0;
8486 for( int i = 0; i < snakes; i++ ) {
8487 if( monster *const snake = g->place_critter_around( mon_shadow_snake, pos(), 1 ) ) {
8488 snake->friendly = -1;
8489 spawned++;
8490 }
8491 }
8492 if( spawned == 1 ) {
8493 add_msg( m_warning, _( "A snake sprouts from your body!" ) );
8494 } else if( spawned >= 2 ) {
8495 add_msg( m_warning, _( "Some snakes sprout from your body!" ) );
8496 }
8497 }
8498
8499 // And slimespawners too
8500 if( ( has_trait( trait_SLIMESPAWNER ) ) && ( dam >= 10 ) && one_in( 20 - dam ) ) {
8501 if( monster *const slime = g->place_critter_around( mon_player_blob, pos(), 1 ) ) {
8502 slime->friendly = -1;
8503 add_msg_if_player( m_warning, _( "Slime is torn from you, and moves on its own!" ) );
8504 }
8505 }
8506
8507 //Acid blood effects.
8508 bool u_see = g->u.sees( *this );
8509 int cut_dam = dealt_dams.type_damage( DT_CUT );
8510 if( source && has_trait( trait_ACIDBLOOD ) && !one_in( 3 ) &&
8511 ( dam >= 4 || cut_dam > 0 ) && ( rl_dist( g->u.pos(), source->pos() ) <= 1 ) ) {
8512 if( is_player() ) {
8513 add_msg( m_good, _( "Your acidic blood splashes %s in mid-attack!" ),
8514 source->disp_name() );
8515 } else if( u_see ) {
8516 add_msg( _( "%1$s's acidic blood splashes on %2$s in mid-attack!" ),
8517 disp_name(), source->disp_name() );
8518 }
8519 damage_instance acidblood_damage;
8520 acidblood_damage.add_damage( DT_ACID, rng( 4, 16 ) );
8521 if( !one_in( 4 ) ) {
8522 source->deal_damage( this, bodypart_id( "arm_l" ), acidblood_damage );
8523 source->deal_damage( this, bodypart_id( "arm_r" ), acidblood_damage );
8524 } else {
8525 source->deal_damage( this, bodypart_id( "torso" ), acidblood_damage );
8526 source->deal_damage( this, bodypart_id( "head" ), acidblood_damage );
8527 }
8528 }
8529
8530 int recoil_mul = 100;
8531
8532 if( bp == bodypart_id( "eyes" ) ) {
8533 if( dam > 5 || cut_dam > 0 ) {
8534 const time_duration minblind = std::max( 1_turns, 1_turns * ( dam + cut_dam ) / 10 );
8535 const time_duration maxblind = std::min( 5_turns, 1_turns * ( dam + cut_dam ) / 4 );
8536 add_effect( effect_blind, rng( minblind, maxblind ) );
8537 }
8538 } else if( bp == bodypart_id( "hand_l" ) || bp == bodypart_id( "arm_l" ) ||
8539 bp == bodypart_id( "hand_r" ) || bp == bodypart_id( "arm_r" ) ) {
8540 recoil_mul = 200;
8541 } else if( bp == bodypart_id( "num_bp" ) ) {
8542 debugmsg( "Wacky body part hit!" );
8543 }
8544
8545
8546
8547 // TODO: Scale with damage in a way that makes sense for power armors, plate armor and naked skin.
8548 recoil += recoil_mul * weapon.volume() / 250_ml;
8549 recoil = std::min( MAX_RECOIL, recoil );
8550 //looks like this should be based off of dealt damages, not d as d has no damage reduction applied.
8551 // Skip all this if the damage isn't from a creature. e.g. an explosion.
8552 if( source != nullptr ) {
8553 if( source->has_flag( MF_GRABS ) && !source->is_hallucination() &&
8554 !source->has_effect( effect_grabbing ) ) {
8555 /** @EFFECT_DEX increases chance to avoid being grabbed */
8556
8557 if( has_grab_break_tec() && ( rng( 0, get_dex() ) > rng( 0, 10 ) ) ) {
8558 if( has_effect( effect_grabbed ) ) {
8559 add_msg_if_player( m_warning, _( "The %s tries to grab you as well, but you bat it away!" ),
8560 source->disp_name() );
8561 } else {
8562 add_msg_player_or_npc( m_info, _( "The %s tries to grab you, but you break its grab!" ),
8563 _( "The %s tries to grab <npcname>, but they break its grab!" ),
8564 source->disp_name() );
8565 }
8566 } else {
8567 int prev_effect = get_effect_int( effect_grabbed );
8568 add_effect( effect_grabbed, 2_turns, bp_torso, prev_effect + 2 );
8569 source->add_effect( effect_grabbing, 2_turns );
8570 add_msg_player_or_npc( m_bad, _( "You are grabbed by %s!" ), _( "<npcname> is grabbed by %s!" ),
8571 source->disp_name() );
8572 }
8573 }
8574 }
8575
8576 if( get_option<bool>( "FILTHY_WOUNDS" ) ) {
8577 int sum_cover = 0;
8578 for( const item &i : worn ) {
8579 if( i.covers( bp->token ) && i.is_filthy() ) {
8580 sum_cover += i.get_coverage();
8581 }
8582 }
8583
8584 // Chance of infection is damage (with cut and stab x4) * sum of coverage on affected body part, in percent.
8585 // i.e. if the body part has a sum of 100 coverage from filthy clothing,
8586 // each point of damage has a 1% change of causing infection.
8587 if( sum_cover > 0 ) {
8588 const int cut_type_dam = dealt_dams.type_damage( DT_CUT ) + dealt_dams.type_damage( DT_STAB );
8589 const int combined_dam = dealt_dams.type_damage( DT_BASH ) + ( cut_type_dam * 4 );
8590 const int infection_chance = ( combined_dam * sum_cover ) / 100;
8591 if( x_in_y( infection_chance, 100 ) ) {
8592 if( has_effect( effect_bite, bp->token ) ) {
8593 add_effect( effect_bite, 40_minutes, bp->token );
8594 } else if( has_effect( effect_infected, bp->token ) ) {
8595 add_effect( effect_infected, 25_minutes, bp->token );
8596 } else {
8597 add_effect( effect_bite, 1_turns, bp->token );
8598 }
8599 add_msg_if_player( _( "Filth from your clothing has implanted deep in the wound." ) );
8600 }
8601 }
8602 }
8603
8604 on_hurt( source );
8605 return dealt_dams;
8606}
static const efftype_id effect_blind("blind")
static const trait_id trait_SLIMESPAWNER("SLIMESPAWNER")
static const mtype_id mon_player_blob("mon_player_blob")
static const efftype_id effect_grabbing("grabbing")
static const mtype_id mon_shadow_snake("mon_shadow_snake")
static const efftype_id effect_grabbed("grabbed")
bool has_grab_break_tec() const override
Returns true if the player has a grab breaking technique available.
virtual int posy() const =0
virtual std::string disp_name(bool possessive=false, bool capitalize_first=false) const =0
virtual const tripoint & pos() const =0
virtual dealt_damage_instance deal_damage(Creature *source, bodypart_id bp, const damage_instance &dam)
Deals the damage via an attack.
Definition: creature.cpp:876
virtual bool has_flag(const m_flag) const
Definition: creature.h:482
virtual int get_hp_max() const
Definition: creature.cpp:1666
virtual int posx() const =0
direction direction_from(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:540
@ AEP_SNAKES
Definition: enums.h:109
@ MF_GRABS
Definition: mtype.h:76
bool snake(const tripoint &p, Creature *c, item *i)
Definition: trapfunc.cpp:1424
static constexpr point point_zero
Definition: point.h:274
void add_damage(damage_type dt, float amt, float arpen=0.0f, float arpen_mult=1.0f, float dmg_mult=1.0f)
Adds damage to the instance.
Definition: damage.cpp:41
int type_damage(damage_type dt) const
Definition: damage.cpp:172
int total_damage() const
Definition: damage.cpp:180

References _, scrollingcombattext::add(), damage_instance::add_damage(), Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), AEP_SNAKES, body_part_name(), bp_torso, Creature::deal_damage(), debugmsg, direction_from(), Creature::disp_name(), disp_name(), DT_ACID, DT_BASH, DT_CUT, DT_STAB, effect_bite, effect_blind, effect_grabbed, effect_grabbing, effect_infected, g, get_dex(), Creature::get_effect_int(), get_hp_bar(), Creature::get_hp_max(), has_artifact_with(), Creature::has_effect(), Creature::has_flag(), has_grab_break_tec(), has_trait(), Creature::is_hallucination(), Creature::is_player(), m_bad, m_good, m_info, m_neutral, m_warning, MAX_RECOIL, MF_GRABS, mon_player_blob, mon_shadow_snake, num_bp, on_hurt(), one_in(), point_zero, Creature::pos(), pos(), Creature::posx(), posx(), Creature::posy(), posy(), recoil, rl_dist(), rng(), SCT, trapfunc::snake(), dealt_damage_instance::total_damage(), trait_ACIDBLOOD, trait_DEBUG_NODMG, trait_SLIMESPAWNER, dealt_damage_instance::type_damage(), item::volume(), weapon, worn, and x_in_y().

Referenced by mattack::bio_op_impale(), mattack::bio_op_takedown(), map::burn_body_part(), map::crush(), trapfunc::dissector(), explosion_handler::do_blast(), map::drop_furniture(), eff_fun_onfire(), trapfunc::goo(), hitall(), player::impact(), player::knock_back_to(), game::knockback(), trapfunc::lava(), melee_special_effects(), petfood(), trapfunc::pit(), trapfunc::pit_glass(), trapfunc::pit_spikes(), game::place_player(), map::player_in_field(), smash(), trapfunc::snare_heavy(), and mattack::thrown_by_judo().

◆ defer_move()

bool Character::defer_move ( const tripoint next)

Definition at line 10537 of file character.cpp.

10538{
10539 // next must be adjacent to current pos
10540 if( square_dist( next, pos() ) != 1 ) {
10541 return false;
10542 }
10543 // next must be adjacent to subsequent move in any preexisting automove route
10544 if( has_destination() && square_dist( auto_move_route.front(), next ) != 1 ) {
10545 return false;
10546 }
10547 auto_move_route.insert( auto_move_route.begin(), next );
10549 return true;
10550}
bool has_destination() const
int square_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:505

References auto_move_route, has_destination(), next_expected_position, pos(), and square_dist().

Referenced by avatar_action::move().

◆ did_hit()

void Character::did_hit ( Creature target)

Definition at line 8385 of file character.cpp.

8386{
8387 enchantment_cache->cast_hit_you( *this, target );
8388}

References enchantment_cache.

Referenced by melee_attack().

◆ die()

void Character::die ( Creature killer)
overridevirtual

Empty function.

Should always be overwritten by the appropriate player/NPC/monster version.

Implements Creature.

Reimplemented in npc.

Definition at line 3463 of file character.cpp.

3464{
3465 g->set_critter_died();
3466 set_killer( nkiller );
3468 if( has_effect( effect_lightsnare ) ) {
3471 }
3472 if( has_effect( effect_heavysnare ) ) {
3475 }
3476 if( has_effect( effect_beartrap ) ) {
3478 }
3480}
static const itype_id itype_string_36("string_36")
static const efftype_id effect_lightsnare("lightsnare")
static const itype_id itype_snare_trigger("snare_trigger")
static const itype_id itype_beartrap("beartrap")
static const efftype_id effect_beartrap("beartrap")
static const efftype_id effect_heavysnare("heavysnare")
static const itype_id itype_rope_6("rope_6")
void set_time_died(const time_point &time)
set the turn the turn the character died if not already done
Definition: character.h:1470
void set_killer(Creature *killer)
Definition: creature.cpp:1428
static void on_creature_death(Creature &poor_dead_dude)
various callbacks from events that may affect all missions
Definition: mission.cpp:132

References inventory::add_item(), effect_beartrap, effect_heavysnare, effect_lightsnare, g, Creature::has_effect(), inv, itype_beartrap, itype_rope_6, itype_snare_trigger, itype_string_36, mission::on_creature_death(), Creature::set_killer(), set_time_died(), calendar::start_of_cataclysm, and calendar::turn.

Referenced by debug_menu::debug(), and npc::die().

◆ dismount()

void Character::dismount ( )

Definition at line 1242 of file character.cpp.

1243{
1244 if( !is_mounted() ) {
1245 add_msg( m_debug, "dismount called when not riding" );
1246 return;
1247 }
1248 if( const cata::optional<tripoint> pnt = choose_adjacent( _( "Dismount where?" ) ) ) {
1249 if( !g->is_empty( *pnt ) ) {
1250 add_msg( m_warning, _( "You cannot dismount there!" ) );
1251 return;
1252 }
1254 monster *critter = mounted_creature.get();
1255 critter->mounted_player_id = character_id();
1256 if( critter->has_flag( MF_RIDEABLE_MECH ) && !critter->type->mech_weapon.is_empty() &&
1257 weapon.typeId() == critter->type->mech_weapon ) {
1259 }
1260 if( is_avatar() && g->u.get_grab_type() != OBJECT_NONE ) {
1261 add_msg( m_warning, _( "You let go of the grabbed object." ) );
1262 g->u.grab( OBJECT_NONE );
1263 }
1264 critter->remove_effect( effect_ridden );
1265 critter->add_effect( effect_ai_waiting, 5_turns );
1266 mounted_creature = nullptr;
1267 critter->mounted_player = nullptr;
1268 setpos( *pnt );
1269 mod_moves( -100 );
1271 }
1272}
static const efftype_id effect_ai_waiting("ai_waiting")
static const efftype_id effect_riding("riding")
static const efftype_id effect_ridden("ridden")
void setpos(const tripoint &p) override
Definition: character.h:856
virtual void set_movement_mode(character_movemode mode)=0
virtual bool is_avatar() const
Definition: creature.h:95
void add_effect(const efftype_id &eff_id, const time_duration &dur, const bodypart_str_id &bp, int intensity=0, bool force=false, bool deferred=false) override
Performs any monster-specific modifications to the arguments before passing to Creature::add_effect()...
Definition: monster.cpp:1807
Character * mounted_player
Definition: monster.h:458
const mtype * type
Definition: monster.h:478
character_id mounted_player_id
Definition: monster.h:459
item remove_item(item &it)
Removes and returns the item which must be contained by this instance.
Definition: visitable.cpp:563
@ OBJECT_NONE
Definition: enums.h:187
itype_id mech_weapon
If this monster is a rideable mech with built-in weapons, this is the weapons id.
Definition: mtype.h:365

References _, monster::add_effect(), add_msg(), character_id, choose_adjacent(), CMM_WALK, effect_ai_waiting, effect_ridden, effect_riding, g, monster::has_flag(), Creature::is_avatar(), string_id< T >::is_empty(), is_mounted(), m_debug, m_warning, mtype::mech_weapon, MF_RIDEABLE_MECH, Creature::mod_moves(), mounted_creature, monster::mounted_player, monster::mounted_player_id, OBJECT_NONE, Creature::remove_effect(), visitable< Character >::remove_item(), set_movement_mode(), setpos(), monster::type, item::typeId(), and weapon.

Referenced by game::handle_action().

◆ disp_name()

std::string Character::disp_name ( bool  possessive = false,
bool  capitalize_first = false 
) const
overridevirtual

Returns either "you" or the player's name.

capitalize_first assumes that the character's name is already upper case and uses it only for possessive "your" and "you"

Implements Creature.

Definition at line 541 of file character.cpp.

542{
543 if( !possessive ) {
544 if( is_player() ) {
545 return capitalize_first ? _( "You" ) : _( "you" );
546 }
547 return name;
548 } else {
549 if( is_player() ) {
550 return capitalize_first ? _( "Your" ) : _( "your" );
551 }
552 return string_format( _( "%s's" ), name );
553 }
554}

References _, Creature::is_player(), name, and string_format().

Referenced by activity_on_turn_move_loot(), add_addiction(), iuse::artifact(), talk_function::assign_camp(), iexamine::autodoc(), best_installer(), bionics_install_failure(), activity_handlers::build_do_turn(), can_uninstall_bionic(), npc::character_danger(), game::chat(), check_and_recover_morale(), npc::check_or_use_weapon_cbm(), check_outbounds_activity(), complete_construction(), deactivate_bionic(), deal_damage(), faction_manager::display(), npc::do_npc_read(), npc::do_player_activity(), avatar::do_read(), npc::execute_action(), fetch_activity(), npc::finish_read(), talk_function::goto_location(), npc::handle_sound(), npc::heal_player(), npc::heal_self(), install_bionics(), game::list_missions(), npc::method_of_attack(), talk_function::morale_chat(), talk_function::morale_chat_activity(), npc::mutiny(), npc::npc_dismount(), game::npc_menu(), mattack::nurse_operate(), monster::nursebot_operate(), player::on_hit(), npc::on_load(), npc::pretend_fire(), npc::pretend_heal(), monster::print_info(), npc::reach_omt_destination(), avatar::read(), game_menus::inv::read(), requirements_map(), talk_effect_fun_t::set_consume_item(), npc::set_fac(), npc::set_known_to_u(), talk_function::start_camp(), player::uncanny_dodge(), uninstall_bionic(), trading_window::update_win(), musical_instrument_actor::use(), heal_actor::use_healing_item(), and npc::use_painkiller().

◆ dispose_item()

bool Character::dispose_item ( item_location &&  obj,
const std::string &  prompt = std::string() 
)
virtual

Drop, wear, stash or otherwise try to dispose of an item consuming appropriate moves.

Parameters
objitem to dispose of
promptoptional message to display in any menu
Returns
whether the item was successfully disposed of

Reimplemented in npc.

Definition at line 7359 of file character.cpp.

7360{
7361 uilist menu;
7362 menu.text = prompt.empty() ? string_format( _( "Dispose of %s" ), obj->tname() ) : prompt;
7363
7364 using dispose_option = struct {
7365 std::string prompt;
7366 bool enabled;
7367 char invlet;
7368 int moves;
7369 std::function<bool()> action;
7370 };
7371
7372 std::vector<dispose_option> opts;
7373
7374 const bool bucket = obj->is_bucket_nonempty();
7375
7376 opts.emplace_back( dispose_option{
7377 bucket ? _( "Spill contents and store in inventory" ) : _( "Store in inventory" ),
7378 volume_carried() + obj->volume() <= volume_capacity(), '1',
7379 item_handling_cost( *obj ),
7380 [this, bucket, &obj] {
7381 if( bucket && !obj->spill_contents( *this ) )
7382 {
7383 return false;
7384 }
7385
7386 moves -= item_handling_cost( *obj );
7387 inv.add_item_keep_invlet( *obj );
7388 inv.unsort();
7389 obj.remove_item();
7390 return true;
7391 }
7392 } );
7393
7394 opts.emplace_back( dispose_option{
7395 _( "Drop item" ), true, '2', 0, [this, &obj] {
7397 obj.remove_item();
7398 return true;
7399 }
7400 } );
7401
7402 opts.emplace_back( dispose_option{
7403 bucket ? _( "Spill contents and wear item" ) : _( "Wear item" ),
7404 can_wear( *obj ).success(), '3', item_wear_cost( *obj ),
7405 [this, bucket, &obj] {
7406 if( bucket && !obj->spill_contents( *this ) )
7407 {
7408 return false;
7409 }
7410
7411 item it = *obj;
7412 obj.remove_item();
7413 return !!wear_item( it );
7414 }
7415 } );
7416
7417 for( auto &e : worn ) {
7418 if( e.can_holster( *obj ) ) {
7419 auto ptr = dynamic_cast<const holster_actor *>( e.type->get_use( "holster" )->get_actor_ptr() );
7420 opts.emplace_back( dispose_option{
7421 string_format( _( "Store in %s" ), e.tname() ), true, e.invlet,
7422 item_store_cost( *obj, e, false, ptr->draw_cost ),
7423 [this, ptr, &e, &obj] {
7424 return ptr->store( *this->as_player(), e, *obj );
7425 }
7426 } );
7427 }
7428 }
7429
7430 int w = utf8_width( menu.text, true ) + 4;
7431 for( const auto &e : opts ) {
7432 w = std::max( w, utf8_width( e.prompt, true ) + 4 );
7433 }
7434 for( auto &e : opts ) {
7435 e.prompt += std::string( w - utf8_width( e.prompt, true ), ' ' );
7436 }
7437
7438 menu.text.insert( 0, 2, ' ' ); // add space for UI hotkeys
7439 menu.text += std::string( w + 2 - utf8_width( menu.text, true ), ' ' );
7440 menu.text += _( " | Moves " );
7441
7442 for( const auto &e : opts ) {
7443 menu.addentry( -1, e.enabled, e.invlet, string_format( e.enabled ? "%s | %-7d" : "%s |",
7444 e.prompt, e.moves ) );
7445 }
7446
7447 menu.query();
7448 if( menu.ret >= 0 ) {
7449 return opts[menu.ret].action();
7450 }
7451 return false;
7452}
cata::optional< std::list< item >::iterator > wear_item(const item &to_wear, bool interactive=true)
Wear item; returns nullopt on fail, or pointer to newly worn item on success.
Definition: character.cpp:2179
int item_handling_cost(const item &it, bool penalties=true, int base_cost=INVENTORY_HANDLING_PENALTY) const
Calculate (but do not deduct) the number of moves required when handling (e.g.
Definition: character.cpp:7565
int item_wear_cost(const item &it) const
Calculate (but do not deduct) the number of moves required to wear an item.
Definition: character.cpp:7604
int item_store_cost(const item &it, const item &container, bool penalties=true, int base_cost=INVENTORY_HANDLING_PENALTY) const
Calculate (but do not deduct) the number of moves required when storing an item in a container.
Definition: character.cpp:7589
ret_val< bool > can_wear(const item &it, bool with_equip_change=false) const
Check character capable of wearing an item.
Definition: character.cpp:2933
Holster a weapon.
Definition: iuse_actor.h:843
void unsort()
Definition: inventory.cpp:226
void add_item_keep_invlet(item newit)
Definition: inventory.cpp:384
void remove_item()
Removes the selected item from the game.
bool spill_contents(Character &c)
Unloads the item's contents.
Definition: item.cpp:6887
bool is_bucket_nonempty() const
Definition: item.cpp:6584
const void * ptr(const T *p)
\rst Converts p to const void* for pointer formatting.
@ prompt
Definition: pickup.h:30

References _, action, inventory::add_item_keep_invlet(), uilist::addentry(), Creature::as_player(), can_wear(), deliberate, enabled, inv, item_handling_cost(), item_store_cost(), item_wear_cost(), Creature::moves, pickup::prompt, ptr(), put_into_vehicle_or_drop(), uilist::query(), visitable< T >::remove_item(), uilist::ret, string_format(), uilist::text, inventory::unsort(), utf8_width(), volume_capacity(), volume_carried(), wear_item(), and worn.

Referenced by activate_bionic(), item::reload(), and player::unwield().

◆ do_damage_for_bionic_failure()

void Character::do_damage_for_bionic_failure ( int  min_damage,
int  max_damage 
)

Definition at line 2359 of file bionics.cpp.

2360{
2361 std::set<bodypart_id> bp_hurt;
2362 for( const bodypart_id &bp : get_all_body_parts() ) {
2363 if( has_effect( effect_under_op, bp->token ) ) {
2364 if( bp_hurt.count( bp->main_part ) > 0 ) {
2365 continue;
2366 }
2367 bp_hurt.emplace( bp->main_part );
2368 }
2369 }
2370
2371 if( bp_hurt.empty() ) {
2372 // If no bodypart associetd with bionic- just damage torso.
2373 // Special check for power storage - it does not belong to any body part.
2374 bp_hurt.emplace( bodypart_str_id( "torso" ) );
2375 }
2376
2377 for( const bodypart_id &bp : bp_hurt ) {
2378 int damage = rng( min_damage, max_damage );
2379 int hp = get_hp( bp );
2380 if( damage >= hp && ( bp == bodypart_str_id( "head" ) || bp == bodypart_str_id( "torso" ) ) ) {
2381 add_effect( effect_infected, 1_hours, bp->token );
2382 add_msg_player_or_npc( m_bad, _( "Your %s is infected." ), _( "<npcname>'s %s is infected." ),
2384 damage = hp * 0.8f;
2385 }
2386 apply_damage( this, bp, damage, true );
2387 if( damage > 15 )
2388 add_msg_player_or_npc( m_bad, _( "Your %s is severely damaged." ),
2389 _( "<npcname>'s %s is severely damaged." ),
2391 else
2392 add_msg_player_or_npc( m_bad, _( "Your %s is damaged." ), _( "<npcname>'s %s is damaged." ),
2394
2395 }
2396}
static const efftype_id effect_under_op("under_operation")
static const efftype_id effect_infected("infected")
std::string body_part_name_accusative(body_part bp, int number)
Returns the matching accusative name of the body_part token, i.e.
Definition: bodypart.cpp:329
virtual int get_hp() const
Definition: creature.cpp:1649

References _, Creature::add_effect(), Creature::add_msg_player_or_npc(), apply_damage(), body_part_name_accusative(), effect_infected, effect_under_op, Creature::get_all_body_parts(), Creature::get_hp(), Creature::has_effect(), m_bad, and rng().

Referenced by bionics_install_failure(), and bionics_uninstall_failure().

◆ do_skill_rust()

void Character::do_skill_rust ( )
protected

Definition at line 3513 of file character.cpp.

3514{
3515 const int rust_rate_tmp = rust_rate();
3516 static const std::string PRED2( "PRED2" );
3517 static const std::string PRED3( "PRED3" );
3518 static const std::string PRED4( "PRED4" );
3519 for( std::pair<const skill_id, SkillLevel> &pair : *_skills ) {
3520 const Skill &aSkill = *pair.first;
3521 SkillLevel &skill_level_obj = pair.second;
3522
3523 if( aSkill.is_combat_skill() &&
3524 ( ( has_trait_flag( PRED2 ) && calendar::once_every( 8_hours ) ) ||
3525 ( has_trait_flag( PRED3 ) && calendar::once_every( 4_hours ) ) ||
3526 ( has_trait_flag( PRED4 ) && calendar::once_every( 3_hours ) ) ) ) {
3527 // Their brain is optimized to remember this
3528 if( one_in( 13 ) ) {
3529 // They've already passed the roll to avoid rust at
3530 // this point, but print a message about it now and
3531 // then.
3532 //
3533 // 13 combat skills.
3534 // This means PRED2/PRED3/PRED4 think of hunting on
3535 // average every 8/4/3 hours, enough for immersion
3536 // without becoming an annoyance.
3537 //
3538 add_msg_if_player( _( "Your heart races as you recall your most recent hunt." ) );
3539 mod_stim( 1 );
3540 }
3541 continue;
3542 }
3543
3544 const bool charged_bio_mem = get_power_level() > 25_J && has_active_bionic( bio_memory );
3545 const int oldSkillLevel = skill_level_obj.level();
3546 if( skill_level_obj.rust( charged_bio_mem, rust_rate_tmp ) ) {
3548 _( "Your knowledge of %s begins to fade, but your memory banks retain it!" ), aSkill.name() );
3549 mod_power_level( -25_J );
3550 }
3551 const int newSkill = skill_level_obj.level();
3552 if( newSkill < oldSkillLevel ) {
3553 add_msg_if_player( m_bad, _( "Your skill in %s has reduced to %d!" ), aSkill.name(), newSkill );
3554 }
3555 }
3556}
pimpl< SkillLevelMap > _skills
Definition: character.h:2161
bool has_trait_flag(const std::string &b) const
Returns true if player has a trait with a flag.
Definition: mutation.cpp:108
int rust_rate() const
Returns the player's skill rust rate.
Definition: character.cpp:3381
void mod_stim(int mod)
Definition: character.cpp:7164
int level() const
Definition: skill.h:125
bool rust(bool charged_bio_mem, int character_rate)
Definition: skill.cpp:256
Definition: skill.h:33
std::string name() const
Definition: skill.h:68
bool is_combat_skill() const
Definition: skill.cpp:198

References _, _skills, Creature::add_msg_if_player(), bio_memory, get_power_level(), has_active_bionic(), has_trait_flag(), Skill::is_combat_skill(), SkillLevel::level(), m_bad, m_warning, mod_power_level(), mod_stim(), Skill::name(), calendar::once_every(), one_in(), SkillLevel::rust(), and rust_rate().

Referenced by update_body().

◆ drench()

void Character::drench ( int  saturation,
const body_part_set flags,
bool  ignore_waterproof 
)

Drenches the player with water, saturation is the percent gotten wet.

Definition at line 1755 of file suffer.cpp.

1756{
1757 if( saturation < 1 ) {
1758 return;
1759 }
1760
1761 // OK, water gets in your AEP suit or whatever. It wasn't built to keep you dry.
1763 ( !ignore_waterproof && is_waterproof( flags ) ) ) {
1764 return;
1765 }
1766
1767 // Make the body wet
1768 for( const body_part bp : all_body_parts ) {
1769 // Different body parts have different size, they can only store so much water
1770 int bp_wetness_max = 0;
1771 if( flags.test( bp ) ) {
1772 bp_wetness_max = drench_capacity[bp];
1773 }
1774
1775 if( bp_wetness_max == 0 ) {
1776 continue;
1777 }
1778 // Different sources will only make the bodypart wet to a limit
1779 int source_wet_max = saturation * bp_wetness_max * 2 / 100;
1780 int wetness_increment = ignore_waterproof ? 100 : 2;
1781 // Respect maximums
1782 const int wetness_max = std::min( source_wet_max, bp_wetness_max );
1783 if( body_wetness[bp] < wetness_max ) {
1784 body_wetness[bp] = std::min( wetness_max, body_wetness[bp] + wetness_increment );
1785 }
1786 }
1787
1790 get_value( "waterproof_scent" ).empty() ) {
1791 add_msg_if_player( m_info, _( "The water wash away the scent." ) );
1792 restore_scent();
1793 }
1794
1795 if( is_weak_to_water() ) {
1796 add_msg_if_player( m_bad, _( "You feel the water burning your skin." ) );
1797 }
1798
1799 // Remove onfire effect
1800 if( saturation > 10 || x_in_y( saturation, 10 ) ) {
1802 }
1803}
bool is_waterproof(const body_part_set &parts) const
Definition: character.cpp:8988
bool is_weak_to_water() const
Definition: mutation.cpp:414
void restore_scent()
restore scent after masked_scent effect run out or is removed by water
Definition: character.cpp:8757
static const trait_id trait_DEBUG_NOTEMP("DEBUG_NOTEMP")
static const efftype_id effect_masked_scent("masked_scent")
static const trait_id trait_SHELL2("SHELL2")
static const efftype_id effect_onfire("onfire")

References _, Creature::add_msg_if_player(), all_body_parts, body_wetness, bp_torso, drench_capacity, effect_masked_scent, effect_onfire, Creature::get_value(), has_active_mutation(), Creature::has_effect(), has_trait(), is_waterproof(), is_weak_to_water(), m_bad, m_info, Creature::remove_effect(), restore_scent(), body_part_set::test(), trait_DEBUG_NOTEMP, trait_SHELL2, and x_in_y().

Referenced by player::pause(), game::place_player(), and avatar_action::swim().

◆ drench_mut_calc()

void Character::drench_mut_calc ( )

Recalculates mutation drench protection for all bodyparts (ignored/good/neutral stats)

Definition at line 7939 of file character.cpp.

7940{
7941 for( const body_part bp : all_body_parts ) {
7942 int ignored = 0;
7943 int neutral = 0;
7944 int good = 0;
7945
7946 for( const trait_id &iter : get_mutations() ) {
7947 const mutation_branch &mdata = iter.obj();
7948 const auto wp_iter = mdata.protection.find( bp );
7949 if( wp_iter != mdata.protection.end() ) {
7950 ignored += wp_iter->second.x;
7951 neutral += wp_iter->second.y;
7952 good += wp_iter->second.z;
7953 }
7954 }
7955
7956 mut_drench[bp][WT_GOOD] = good;
7958 mut_drench[bp][WT_IGNORED] = ignored;
7959 }
7960}
@ good
Item should display as green.
std::map< body_part, tripoint > protection
Definition: mutation.h:284

References all_body_parts, get_mutations(), good, mut_drench, neutral, mutation_branch::protection, WT_GOOD, WT_IGNORED, and WT_NEUTRAL.

Referenced by avatar::load(), mutate_towards(), remove_mutation(), and game::start_game().

◆ drop() [1/2]

void Character::drop ( const drop_locations what,
const tripoint target,
bool  stash = false 
)
virtual

Reimplemented in npc.

Definition at line 2518 of file character.cpp.

2520{
2521 if( what.empty() ) {
2522 return;
2523 }
2524
2525 if( rl_dist( pos(), target ) > 1 || !( stash || get_map().can_put_items( target ) ) ) {
2526 add_msg_player_or_npc( m_info, _( "You can't place items here!" ),
2527 _( "<npcname> can't place items here!" ) );
2528 return;
2529 }
2530
2531 if( stash ) {
2532 assign_activity( stash_activity_actor( *this, what, target - pos() ) );
2533 } else {
2534 assign_activity( drop_activity_actor( *this, what, false, target - pos() ) );
2535 }
2536}

References _, Creature::add_msg_player_or_npc(), assign_activity(), get_map(), m_info, pos(), and rl_dist().

◆ drop() [2/2]

void Character::drop ( item_location  loc,
const tripoint where 
)

Drops an item to the specified location.

Definition at line 2503 of file character.cpp.

2504{
2505 item &oThisItem = *loc;
2506 if( is_wielding( oThisItem ) ) {
2507 const auto ret = can_unwield( *loc );
2508
2509 if( !ret.success() ) {
2510 add_msg( m_info, "%s", ret.c_str() );
2511 return;
2512 }
2513 }
2514
2515 drop( { drop_location( loc, loc->count() ) }, where );
2516}
bool is_wielding(const item &target) const
Definition: character.cpp:3226
void drop(item_location loc, const tripoint &where)
Drops an item to the specified location.
Definition: character.cpp:2503
iuse_location drop_location

References add_msg(), can_unwield(), item::count(), drop(), is_wielding(), m_info, and cata::hash64_detail::ret.

Referenced by game::drop(), npc::drop(), drop(), game::drop_in_direction(), harvest_common(), i_add_or_drop(), game::inventory_item_menu(), suffer_from_schizophrenia(), and player::takeoff().

◆ drop_invalid_inventory()

void Character::drop_invalid_inventory ( )

Definition at line 3189 of file character.cpp.

3190{
3191 bool dropped_liquid = false;
3192 for( const std::list<item> *stack : inv.const_slice() ) {
3193 const item &it = stack->front();
3194 if( it.made_of( LIQUID ) ) {
3195 dropped_liquid = true;
3196 get_map().add_item_or_charges( pos(), it );
3197 // must be last
3198 i_rem( &it );
3199 }
3200 }
3201 if( dropped_liquid ) {
3202 add_msg_if_player( m_bad, _( "Liquid from your inventory has leaked onto the ground." ) );
3203 }
3204
3205 if( volume_carried() > volume_capacity() ) {
3206 auto items_to_drop = inv.remove_randomly_by_volume( volume_carried() - volume_capacity() );
3208 }
3209}
std::list< item > remove_randomly_by_volume(const units::volume &volume)
Randomly select items until the volume quota is filled.
Definition: inventory.cpp:755
const_invslice const_slice() const
Definition: inventory.cpp:142
@ LIQUID
Definition: enums.h:175

References _, map::add_item_or_charges(), Creature::add_msg_if_player(), inventory::const_slice(), get_map(), i_rem(), inv, LIQUID, m_bad, item::made_of(), pos(), put_into_vehicle_or_drop(), inventory::remove_randomly_by_volume(), tumbling, volume_capacity(), and volume_carried().

Referenced by absorb_hit(), player_activity::do_turn(), npc::execute_action(), player::process_turn(), and npc_trading::trade().

◆ effective_dispersion()

int Character::effective_dispersion ( int  dispersion) const
Perception penalizes sight dispersion when low.

Definition at line 562 of file character.cpp.

563{
564 /** @EFFECT_PER penalizes sight dispersion when low. */
565 dispersion += ranged_per_mod();
566
567 dispersion += encumb( bp_eyes ) / 2;
568
569 return std::max( dispersion, 0 );
570}
virtual int ranged_per_mod() const
Definition: character.cpp:4130

References bp_eyes, encumb(), and ranged_per_mod().

Referenced by get_aim_types(), get_fastest_sight(), get_most_accurate_sight(), player::gun_value(), target_ui::panel_recoil(), print_aim(), and target_ui::run().

◆ empty_skills()

void Character::empty_skills ( )

Definition at line 2828 of file newcharacter.cpp.

2829{
2830 for( auto &sk : *_skills ) {
2831 sk.second.level( 0 );
2832 }
2833}

References _skills.

Referenced by reset_scenario().

◆ encumb()

◆ enforce_minimum_healing()

void Character::enforce_minimum_healing ( )

Definition at line 4605 of file character.cpp.

4606{
4607 for( const bodypart_id &bp : get_all_body_parts() ) {
4608 if( get_part_healed_total( bp ) <= 0 ) {
4609 heal( bp, 1 );
4610 }
4611 set_part_healed_total( bp, 0 );
4612 }
4613}
void heal(const bodypart_id &healed, int dam)
Heals a body_part for dam.
Definition: character.cpp:8633
void set_part_healed_total(const bodypart_id &id, int set)
Definition: creature.cpp:1582
int get_part_healed_total(const bodypart_id &id) const
Definition: creature.cpp:1567

References Creature::get_all_body_parts(), Creature::get_part_healed_total(), heal(), and Creature::set_part_healed_total().

Referenced by update_body().

◆ enough_power_for()

bool Character::enough_power_for ( const bionic_id bid) const

Definition at line 2017 of file character.cpp.

2018{
2019 return power_level >= bid->power_activate;
2020}
units::energy power_level
Definition: character.h:2232

References bionic_data::power_activate, and power_level.

Referenced by activate_bionic(), and iexamine::fireplace().

◆ enumerate_unmet_requirements()

std::string Character::enumerate_unmet_requirements ( const item it,
const item context = item() 
) const

Returns a string of missed requirements (both stats and skills)

Definition at line 3357 of file character.cpp.

3358{
3359 std::vector<std::string> unmet_reqs;
3360
3361 const auto check_req = [ &unmet_reqs ]( const std::string & name, int cur, int req ) {
3362 if( cur < req ) {
3363 unmet_reqs.push_back( string_format( "%s %d", name, req ) );
3364 }
3365 };
3366
3367 check_req( _( "strength" ), get_str(), it.get_min_str() );
3368 check_req( _( "dexterity" ), get_dex(), it.type->min_dex );
3369 check_req( _( "intelligence" ), get_int(), it.type->min_int );
3370 check_req( _( "perception" ), get_per(), it.type->min_per );
3371
3372 for( const auto &elem : it.type->min_skills ) {
3373 check_req( context.contextualize_skill( elem.first )->name(),
3374 get_skill_level( elem.first, context ),
3375 elem.second );
3376 }
3377
3378 return enumerate_as_string( unmet_reqs );
3379}
int get_min_str() const
Definition: item.cpp:9860
skill_id contextualize_skill(const skill_id &id) const
Puts the skill in context of the item.
Definition: item.cpp:9782
int min_dex
Definition: itype.h:938
int min_int
Definition: itype.h:939
int min_per
Definition: itype.h:940
std::map< skill_id, int > min_skills
Definition: itype.h:936

References _, item::contextualize_skill(), enumerate_as_string(), get_dex(), get_int(), item::get_min_str(), get_per(), get_skill_level(), get_str(), itype::min_dex, itype::min_int, itype::min_per, itype::min_skills, name, Skill::name(), string_format(), and item::type.

Referenced by can_use(), and gunmod_inventory_preset::get_denial().

◆ env_surgery_bonus()

float Character::env_surgery_bonus ( int  radius)

Calculate skill bonus from tiles in radius.

Definition at line 2238 of file bionics.cpp.

2239{
2240 float bonus = 1.0;
2241 map &here = get_map();
2242 for( const tripoint &cell : here.points_in_radius( pos(), radius ) ) {
2243 if( here.furn( cell )->surgery_skill_multiplier ) {
2244 bonus = std::max( bonus, *here.furn( cell )->surgery_skill_multiplier );
2245 }
2246 }
2247 return bonus;
2248}
furn_id furn(const tripoint &p) const
Definition: map.cpp:1343
cata::optional< float > surgery_skill_multiplier
Definition: mapdata.h:511

References map::furn(), get_map(), map::points_in_radius(), pos(), and furn_t::surgery_skill_multiplier.

Referenced by bionics_adjusted_skill().

◆ exclusive_flag_coverage()

body_part_set Character::exclusive_flag_coverage ( const std::string &  flag) const

Bitset of all the body parts covered only with items with flag (or nothing)

Definition at line 4039 of file character.cpp.

4040{
4042
4043 for( const auto &elem : worn ) {
4044 if( !elem.has_flag( flag ) ) {
4045 // Unset the parts covered by this item
4046 ret &= ~elem.get_covered_body_parts();
4047 }
4048 }
4049
4050 return ret;
4051}
static body_part_set all()
Definition: bodypart.h:233

References body_part_set::all(), cata::hash64_detail::ret, and worn.

Referenced by apply_wetness_morale(), mut_cbm_encumb(), mutation_attacks(), player::reset_stats(), and swim_speed().

◆ expose_to_disease()

void Character::expose_to_disease ( diseasetype_id  dis_type)

Determine if character is susceptible to dis_type and if so apply the symptoms.

Definition at line 1622 of file character.cpp.

1623{
1624 const cata::optional<int> &healt_thresh = dis_type->health_threshold;
1625 if( healt_thresh && healt_thresh.value() < get_healthy() ) {
1626 return;
1627 }
1628 const std::set<body_part> &bps = dis_type->affected_bodyparts;
1629 if( !bps.empty() ) {
1630 for( const body_part &bp : bps ) {
1631 add_effect( dis_type->symptoms, rng( dis_type->min_duration, dis_type->max_duration ), bp,
1632 rng( dis_type->min_intensity, dis_type->max_intensity ) );
1633 }
1634 } else {
1635 add_effect( dis_type->symptoms, rng( dis_type->min_duration, dis_type->max_duration ), num_bp,
1636 rng( dis_type->min_intensity, dis_type->max_intensity ) );
1637 }
1638}
virtual int get_healthy() const
Getters for health values exclusive to characters.
Definition: character.cpp:4136
time_duration min_duration
Definition: disease.h:26
cata::optional< int > health_threshold
If not empty this sets the health threshold above which you're immune to the disease.
Definition: disease.h:33
int max_intensity
Definition: disease.h:29
efftype_id symptoms
effect applied by this disease
Definition: disease.h:35
std::set< body_part > affected_bodyparts
Affected body parts.
Definition: disease.h:31
int min_intensity
Definition: disease.h:28
time_duration max_duration
Definition: disease.h:27

References Creature::add_effect(), disease_type::affected_bodyparts, get_healthy(), disease_type::health_threshold, disease_type::max_duration, disease_type::max_intensity, disease_type::min_duration, disease_type::min_intensity, num_bp, rng(), disease_type::symptoms, and cata::optional< T >::value().

Referenced by player::eat().

◆ extended_description()

std::string Character::extended_description ( ) const
overridevirtual

Implements Creature.

Reimplemented in npc.

Definition at line 6603 of file character.cpp.

6604{
6605 std::string ss;
6606 if( is_player() ) {
6607 // <bad>This is me, <player_name>.</bad>
6608 ss += string_format( _( "This is you - %s." ), name );
6609 } else {
6610 ss += string_format( _( "This is %s, %s" ), name, male ? _( "male" ) : _( "female" ) );
6611 }
6612
6613 ss += "\n--\n";
6614
6615 const std::vector<bodypart_id> &bps = get_all_body_parts( true );
6616 // Find length of bp names, to align
6617 // accumulate looks weird here, any better function?
6618 int longest = std::accumulate( bps.begin(), bps.end(), 0,
6619 []( int m, bodypart_id bp ) {
6620 return std::max( m, utf8_width( body_part_name_as_heading( bp->token, 1 ) ) );
6621 } );
6622
6623 // This is a stripped-down version of the body_window function
6624 // This should be extracted into a separate function later on
6625 for( const bodypart_id &bp : bps ) {
6626 // Hide appendix from the player
6627 if( bp->id.str() == "num_bp" ) {
6628 continue;
6629 }
6630 const std::string &bp_heading = body_part_name_as_heading( bp->token, 1 );
6631
6632 const nc_color state_col = limb_color( bp, true, true, true );
6633 nc_color name_color = state_col;
6634 std::pair<std::string, nc_color> hp_bar = get_hp_bar( get_part_hp_cur( bp ), get_part_hp_max( bp ),
6635 false );
6636
6637 ss += colorize( left_justify( bp_heading, longest ), name_color );
6638 ss += colorize( hp_bar.first, hp_bar.second );
6639 // Trailing bars. UGLY!
6640 // TODO: Integrate into get_hp_bar somehow
6641 ss += colorize( std::string( 5 - utf8_width( hp_bar.first ), '.' ), c_white );
6642 ss += "\n";
6643 }
6644
6645 ss += "--\n";
6646 ss += _( "Wielding:" ) + std::string( " " );
6647 if( weapon.is_null() ) {
6648 ss += _( "Nothing" );
6649 } else {
6650 ss += weapon.tname();
6651 }
6652
6653 ss += "\n";
6654 ss += _( "Wearing:" ) + std::string( " " );
6655 ss += enumerate_as_string( worn.begin(), worn.end(), []( const item & it ) {
6656 return it.tname();
6657 } );
6658
6659 return replace_colors( ss );
6660}
std::string left_justify(const std::string &str, const int width, const bool ignore_tags)
bool male
Definition: character.h:1569
std::string replace_colors(std::string text)
Replace special color tags (e.g.

References _, body_part_name_as_heading(), c_white, colorize(), enumerate_as_string(), Creature::get_all_body_parts(), get_hp_bar(), Creature::get_part_hp_cur(), Creature::get_part_hp_max(), int_id< T >::id(), item::is_null(), Creature::is_player(), left_justify(), limb_color(), male, name, replace_colors(), string_format(), item::tname(), utf8_width(), weapon, and worn.

Referenced by npc::extended_description().

◆ extraEncumbrance()

int Character::extraEncumbrance ( layer_level  level,
int  bp 
) const

Get encumbrance penalty per layer & body part.

Definition at line 3671 of file character.cpp.

3672{
3673 return encumbrance_cache[bp].layer_penalty_details[static_cast<int>( level )].total;
3674}

References encumbrance_cache.

◆ fall_asleep() [1/2]

void Character::fall_asleep ( )

Adds "sleep" to the player.

Definition at line 9265 of file character.cpp.

9266{
9267 // Communicate to the player that he is using items on the floor
9268 std::string item_name = is_snuggling();
9269 if( item_name == "many" ) {
9270 if( one_in( 15 ) ) {
9271 add_msg_if_player( _( "You nestle your pile of clothes for warmth." ) );
9272 } else {
9273 add_msg_if_player( _( "You use your pile of clothes for warmth." ) );
9274 }
9275 } else if( item_name != "nothing" ) {
9276 if( one_in( 15 ) ) {
9277 add_msg_if_player( _( "You snuggle your %s to keep warm." ), item_name );
9278 } else {
9279 add_msg_if_player( _( "You use your %s to keep warm." ), item_name );
9280 }
9281 }
9283 if( get_stored_kcal() > max_stored_kcal() - bmr() / 4 &&
9285 if( is_avatar() ) {
9286 g->memorial().add( pgettext( "memorial_male", "Entered hibernation." ),
9287 pgettext( "memorial_female", "Entered hibernation." ) );
9288 }
9289
9290 add_msg_if_player( _( "You enter hibernation." ) );
9291 fall_asleep( 7_days );
9292 } else {
9294 _( "You need to be nearly full of food and water to enter hibernation." ) );
9295 }
9296 }
9297
9298 fall_asleep( 10_hours ); // default max sleep time.
9299}
static const trait_id trait_HIBERNATE("HIBERNATE")
int bmr() const
Definition: character.cpp:6959
std::string is_snuggling() const
Checks to see if the player is using floor items to keep warm, and return the name of one such item i...
Definition: character.cpp:9318

References _, Creature::add_msg_if_player(), bmr(), fall_asleep(), g, get_stored_kcal(), get_thirst(), has_active_mutation(), Creature::is_avatar(), is_snuggling(), m_bad, max_stored_kcal(), one_in(), pgettext(), thirsty, and trait_HIBERNATE.

Referenced by check_needs_extremes(), fall_asleep(), iexamine::flower_poppy(), player::hardcoded_effects(), introduce_into_anesthesia(), marloss_common(), iuse::mycus(), player::process_one_effect(), suffer_from_stimulants(), suffer_while_awake(), try_reject_mutagen(), activity_handlers::try_sleep_do_turn(), and mutagen_iv_actor::use().

◆ fall_asleep() [2/2]

void Character::fall_asleep ( const time_duration duration)

Definition at line 9301 of file character.cpp.

9302{
9303 if( activity ) {
9304 if( activity.id() == ACT_TRY_SLEEP ) {
9306 } else {
9308 }
9309 }
9310 add_effect( effect_sleep, duration );
9311}
void cancel_activity()
Definition: character.cpp:9225
void set_to_null()
This replaces the former usage act.type = ACT_NULL

References ACT_TRY_SLEEP, activity, Creature::add_effect(), cancel_activity(), effect_sleep, player_activity::id(), and player_activity::set_to_null().

◆ feed_furnace_with()

bool Character::feed_furnace_with ( item it)

Definition at line 1338 of file consumption.cpp.

1339{
1340 if( !can_feed_furnace_with( it ) ) {
1341 return false;
1342 }
1343 if( it.is_favorite &&
1344 !g->u.query_yn( _( "Are you sure you want to eat your favorited %s?" ), it.tname() ) ) {
1345 return false;
1346 }
1347
1348 const int consumed_charges = std::min( it.charges, it.charges_per_volume( furnace_max_volume ) );
1350
1351 if( energy == 0 ) {
1353 _( "You digest your %s, but fail to acquire energy from it." ),
1354 _( "<npcname> digests their %s for energy, but fails to acquire energy from it." ),
1355 it.tname() );
1356 } else if( is_max_power() ) {
1358 _( "You digest your %s, but you're fully powered already, so the energy is wasted." ),
1359 _( "<npcname> digests a %s for energy, they're fully powered already, so the energy is wasted." ),
1360 it.tname() );
1361 } else {
1362 const int profitable_energy = std::min( energy,
1364 if( it.count_by_charges() ) {
1366 vgettext( "You digest %d %s and recharge %d point of energy.",
1367 "You digest %d %s and recharge %d points of energy.",
1368 profitable_energy
1369 ),
1370 vgettext( "<npcname> digests %d %s and recharges %d point of energy.",
1371 "<npcname> digests %d %s and recharges %d points of energy.",
1372 profitable_energy
1373 ), consumed_charges, it.tname(), profitable_energy
1374 );
1375 } else {
1377 vgettext( "You digest your %s and recharge %d point of energy.",
1378 "You digest your %s and recharge %d points of energy.",
1379 profitable_energy
1380 ),
1381 vgettext( "<npcname> digests a %s and recharges %d point of energy.",
1382 "<npcname> digests a %s and recharges %d points of energy.",
1383 profitable_energy
1384 ), it.tname(), profitable_energy
1385 );
1386 }
1387 mod_power_level( units::from_kilojoule( profitable_energy ) );
1388 }
1389
1390 it.charges -= consumed_charges;
1391 mod_moves( -250 );
1392
1393 return true;
1394}
int get_acquirable_energy(const item &it, rechargeable_cbm cbm) const
bool can_feed_furnace_with(const item &it) const
bool is_max_power() const
Definition: character.cpp:2002
bool is_favorite
Definition: item.h:2234
quantity< int, energy_in_joule_tag > energy
Definition: units_energy.h:16
const char * vgettext(const char *msgid, const char *msgid_plural, size_t n)

References _, Creature::add_msg_player_or_npc(), can_feed_furnace_with(), item::charges, item::charges_per_volume(), item::count_by_charges(), units::from_kilojoule(), furnace, furnace_max_volume, g, get_acquirable_energy(), get_max_power_level(), get_power_level(), item::is_favorite, is_max_power(), m_info, Creature::mod_moves(), mod_power_level(), item::tname(), units::to_kilojoule(), and vgettext().

Referenced by player::consume_item().

◆ feed_reactor_with()

bool Character::feed_reactor_with ( item it)

Recharge CBMs whenever possible.

Returns
true when recharging was successful.

Definition at line 1294 of file consumption.cpp.

1295{
1296 if( !can_feed_reactor_with( it ) ) {
1297 return false;
1298 }
1299
1300 const auto iter = plut_charges.find( it.typeId() );
1301 const int max_amount = iter != plut_charges.end() ? iter->second : 0;
1302 const int amount = std::min( get_acquirable_energy( it, rechargeable_cbm::reactor ), max_amount );
1303
1304 if( amount >= PLUTONIUM_CHARGES * 10 &&
1305 !query_yn( _( "That is a LOT of plutonium. Are you sure you want that much?" ) ) ) {
1306 return false;
1307 }
1308
1309 add_msg_player_or_npc( _( "You add your %s to your reactor's tank." ),
1310 _( "<npcname> pours %s into their reactor's tank." ),
1311 it.tname() );
1312
1313 // TODO: Encapsulate
1314 tank_plut += amount;
1315 it.charges -= 1;
1316 mod_moves( -250 );
1317 return true;
1318}
bool can_feed_reactor_with(const item &it) const
Determine character's capability of recharging their CBMs.
const std::map< itype_id, int > plut_charges
static constexpr int PLUTONIUM_CHARGES

References _, Creature::add_msg_player_or_npc(), can_feed_reactor_with(), item::charges, get_acquirable_energy(), Creature::mod_moves(), plut_charges, PLUTONIUM_CHARGES, query_yn(), reactor, tank_plut, item::tname(), and item::typeId().

Referenced by player::consume_item().

◆ find_ammo()

std::vector< item_location > Character::find_ammo ( const item obj,
bool  empty = true,
int  radius = 1 
) const

Searches for ammo or magazines that can be used to reload obj.

Parameters
objitem to be reloaded. By design any currently loaded ammunition or magazine is ignored
emptywhether empty magazines should be considered as possible ammo
radiusadjacent map/vehicle tiles to search. 0 for only player tile, -1 for only inventory

Definition at line 2667 of file character.cpp.

2668{
2669 std::vector<item_location> res;
2670
2671 find_ammo_helper( const_cast<Character &>( *this ), obj, empty, std::back_inserter( res ), true );
2672
2673 if( radius >= 0 ) {
2674 for( auto &cursor : map_selector( pos(), radius ) ) {
2675 find_ammo_helper( cursor, obj, empty, std::back_inserter( res ), false );
2676 }
2677 for( auto &cursor : vehicle_selector( pos(), radius ) ) {
2678 find_ammo_helper( cursor, obj, empty, std::back_inserter( res ), false );
2679 }
2680 }
2681
2682 return res;
2683}
void find_ammo_helper(T &src, const item &obj, bool empty, Output out, bool nested)
Definition: character.cpp:2583

References find_ammo_helper(), and pos().

Referenced by ammo_count_for(), item::color_in_inventory(), and player::list_ammo().

◆ find_reloadables()

std::vector< item_location > Character::find_reloadables ( )

Searches for weapons and magazines that can be reloaded.

Definition at line 2685 of file character.cpp.

2686{
2687 std::vector<item_location> reloadables;
2688
2689 visit_items( [this, &reloadables]( item * node ) {
2690 if( node->is_holster() ) {
2691 return VisitResponse::NEXT;
2692 }
2693 bool reloadable = false;
2694 if( node->is_gun() && !node->magazine_compatible().empty() ) {
2695 reloadable = node->magazine_current() == nullptr ||
2696 node->ammo_remaining() < node->ammo_capacity();
2697 } else {
2698 reloadable = ( node->is_magazine() || node->is_bandolier() ||
2699 ( node->is_gun() && node->magazine_integral() ) ) &&
2700 node->ammo_remaining() < node->ammo_capacity();
2701 }
2702 if( reloadable ) {
2703 reloadables.push_back( item_location( *this, node ) );
2704 }
2705 return VisitResponse::SKIP;
2706 } );
2707 return reloadables;
2708}
std::set< itype_id > magazine_compatible(bool conversion=true) const
Get compatible magazines (if any) for this item.
Definition: item.cpp:7528
bool is_holster() const
Definition: item.cpp:6416
VisitResponse visit_items(const std::function< VisitResponse(item *, item *)> &func)
Traverses this object and any child items contained using a visitor pattern.
Definition: visitable.cpp:422

References item::is_gun(), item::is_holster(), item::magazine_compatible(), SKIP, and visitable< Character >::visit_items().

Referenced by game::reload_weapon().

◆ find_remote_fuel()

itype_id Character::find_remote_fuel ( bool  look_only = false)

Find fuel used by remote powered bionic.

Definition at line 1357 of file bionics.cpp.

1358{
1359 itype_id remote_fuel;
1360 map &here = get_map();
1361
1362 const std::vector<item *> cables = items_with( []( const item & it ) {
1363 return it.active && it.has_flag( flag_CABLE_SPOOL );
1364 } );
1365
1366 for( const item *cable : cables ) {
1367
1368 const cata::optional<tripoint> target = cable->get_cable_target( this, pos() );
1369 if( !target ) {
1370 if( here.is_outside( pos() ) && !is_night( calendar::turn ) &&
1371 cable->get_var( "state" ) == "solar_pack_link" ) {
1372 if( !look_only ) {
1373 set_value( "sunlight", "1" );
1374 }
1375 remote_fuel = fuel_type_sun_light;
1376 }
1377
1378 if( cable->get_var( "state" ) == "UPS_link" ) {
1379 static const item_filter used_ups = [&]( const item & itm ) {
1380 return itm.get_var( "cable" ) == "plugged_in";
1381 };
1382 if( !look_only ) {
1383 if( has_charges( itype_UPS_off, 1, used_ups ) ) {
1385 units::to_kilojoule( max_power_level ), used_ups ) ) );
1386 } else if( has_charges( itype_adv_UPS_off, 1, used_ups ) ) {
1388 units::to_kilojoule( max_power_level ), used_ups ) ) );
1389 } else {
1390 set_value( "rem_battery", std::to_string( 0 ) );
1391 }
1392 }
1393 remote_fuel = fuel_type_battery;
1394 }
1395 continue;
1396 }
1397 const optional_vpart_position vp = here.veh_at( *target );
1398 if( !vp ) {
1399 continue;
1400 }
1401 if( !look_only ) {
1402 set_value( "rem_battery", std::to_string( vp->vehicle().fuel_left( fuel_type_battery,
1403 true ) ) );
1404 }
1405 remote_fuel = fuel_type_battery;
1406 }
1407
1408 return remote_fuel;
1409}
static const itype_id fuel_type_battery("battery")
bool is_night(const time_point &p)
Returns true if it's currently night time - after dusk and before dawn.
Definition: calendar.cpp:137
units::energy max_power_level
Definition: character.h:2233
bool is_outside(const tripoint &p) const
Definition: map.cpp:2558

References item::active, visitable< Character >::charges_of(), flag_CABLE_SPOOL(), fuel_type_battery, fuel_type_sun_light, get_map(), has_charges(), item::has_flag(), is_night(), map::is_outside(), visitable< Character >::items_with(), itype_adv_UPS_off, itype_UPS_off, max_power_level, pos(), Creature::set_value(), units::to_kilojoule(), to_string(), calendar::turn, and map::veh_at().

Referenced by burn_fuel(), iuse::cable_attach(), draw_bionics_titlebar(), and process_bionic().

◆ flag_encumbrance()

void Character::flag_encumbrance ( )

Flag encumbrance for updating.

Definition at line 1834 of file character.cpp.

1835{
1836 check_encumbrance = true;
1837}

References check_encumbrance.

Referenced by item::on_pickup(), and item::on_wield().

◆ floor_bedding_warmth()

int Character::floor_bedding_warmth ( const tripoint pos)
static

Warmth from terrain, furniture, vehicle furniture and traps.

Can be negative.

Definition at line 9458 of file character.cpp.

9459{
9460 map &here = get_map();
9461 const trap &trap_at_pos = here.tr_at( pos );
9462 const ter_id ter_at_pos = here.ter( pos );
9463 const furn_id furn_at_pos = here.furn( pos );
9464 int floor_bedding_warmth = 0;
9465
9466 const optional_vpart_position vp = here.veh_at( pos );
9467 const cata::optional<vpart_reference> boardable = vp.part_with_feature( "BOARDABLE", true );
9468 // Search the floor for bedding
9469 if( furn_at_pos != f_null ) {
9471 } else if( !trap_at_pos.is_null() ) {
9473 } else if( boardable ) {
9474 floor_bedding_warmth += boardable->info().floor_bedding_warmth;
9475 } else if( ter_at_pos == t_improvised_shelter ) {
9476 floor_bedding_warmth -= 500;
9477 } else {
9478 floor_bedding_warmth -= 2000;
9479 }
9480
9481 return floor_bedding_warmth;
9482}
static int floor_bedding_warmth(const tripoint &pos)
Warmth from terrain, furniture, vehicle furniture and traps.
Definition: character.cpp:9458
ter_id ter(const tripoint &p) const
Definition: map.cpp:1493
int floor_bedding_warmth
Definition: mapdata.h:498
int floor_bedding_warmth
Definition: trap.h:120

References f_null, floor_bedding_warmth(), furn_t::floor_bedding_warmth, trap::floor_bedding_warmth, map::furn(), get_map(), trap::is_null(), int_id< T >::obj(), optional_vpart_position::part_with_feature(), pos(), t_improvised_shelter, map::ter(), map::tr_at(), and map::veh_at().

Referenced by floor_bedding_warmth(), and floor_warmth().

◆ floor_item_warmth()

int Character::floor_item_warmth ( const tripoint pos)
static

Warmth from clothing on the floor.

Definition at line 9484 of file character.cpp.

9485{
9486 int item_warmth = 0;
9487
9488 const auto warm = [&item_warmth]( const auto & stack ) {
9489 for( const item &elem : stack ) {
9490 if( !elem.is_armor() ) {
9491 continue;
9492 }
9493 // Items that are big enough and covers the torso are used to keep warm.
9494 // Smaller items don't do as good a job
9495 if( elem.volume() > 250_ml &&
9496 ( elem.covers( bp_torso ) || elem.covers( bp_leg_l ) ||
9497 elem.covers( bp_leg_r ) ) ) {
9498 item_warmth += 60 * elem.get_warmth() * elem.volume() / 2500_ml;
9499 }
9500 }
9501 };
9502
9503 map &here = get_map();
9504 if( !!here.veh_at( pos ) ) {
9506 false ) ) {
9507 vehicle *const veh = &vp->vehicle();
9508 const int cargo = vp->part_index();
9509 vehicle_stack vehicle_items = veh->get_items( cargo );
9510 warm( vehicle_items );
9511 }
9512 return item_warmth;
9513 }
9514 map_stack floor_items = here.i_at( pos );
9515 warm( floor_items );
9516 return item_warmth;
9517}
A vehicle as a whole with all its components.
Definition: vehicle.h:675
vehicle(const vproto_id &type_id, int init_veh_fuel=-1, int init_veh_status=-1)
Definition: vehicle.cpp:251
vehicle_stack get_items(int part) const
Definition: vehicle.cpp:5291
@ VPFLAG_CARGO
Definition: veh_type.h:62

References bp_leg_l, bp_leg_r, bp_torso, vehicle::get_items(), get_map(), map::i_at(), optional_vpart_position::part_with_feature(), pos(), map::veh_at(), vehicle::vehicle(), and VPFLAG_CARGO.

Referenced by floor_warmth().

◆ floor_warmth()

int Character::floor_warmth ( const tripoint pos) const

Final warmth from the floor.

Definition at line 9519 of file character.cpp.

9520{
9521 const int item_warmth = floor_item_warmth( pos );
9522 int bedding_warmth = floor_bedding_warmth( pos );
9523
9524 // If the PC has fur, etc, that will apply too
9525 int floor_mut_warmth = bodytemp_modifier_traits_floor();
9526 // DOWN does not provide floor insulation, though.
9527 // Better-than-light fur or being in one's shell does.
9528 if( ( !( has_trait( trait_DOWN ) ) ) && ( floor_mut_warmth >= 200 ) ) {
9529 bedding_warmth = std::max( 0, bedding_warmth );
9530 }
9531 return ( item_warmth + bedding_warmth + floor_mut_warmth );
9532}
static const trait_id trait_DOWN("DOWN")
static int floor_item_warmth(const tripoint &pos)
Warmth from clothing on the floor.
Definition: character.cpp:9484
int bodytemp_modifier_traits_floor() const
Correction factor of the body temperature due to traits and mutations for player lying on the floor.
Definition: character.cpp:9543

References bodytemp_modifier_traits_floor(), floor_bedding_warmth(), floor_item_warmth(), has_trait(), pos(), and trait_DOWN.

Referenced by update_bodytemp().

◆ footwear_factor()

double Character::footwear_factor ( ) const

Returns 1 if the player is wearing something on both feet, .5 if on one, and 0 if on neither.

Definition at line 8928 of file character.cpp.

8929{
8930 double ret = 0;
8931 if( wearing_something_on( bodypart_id( "foot_l" ) ) ) {
8932 ret += .5;
8933 }
8934 if( wearing_something_on( bodypart_id( "foot_r" ) ) ) {
8935 ret += .5;
8936 }
8937 return ret;
8938}

References cata::hash64_detail::ret, and wearing_something_on().

Referenced by is_immune_effect(), game::knockback(), rooted(), run_cost(), and game::walk_move().

◆ forced_dismount()

void Character::forced_dismount ( )

Definition at line 1143 of file character.cpp.

1144{
1146 bool mech = false;
1147 if( mounted_creature ) {
1148 auto mon = mounted_creature.get();
1149 if( mon->has_flag( MF_RIDEABLE_MECH ) && !mon->type->mech_weapon.is_empty() ) {
1150 mech = true;
1152 }
1153 mon->mounted_player_id = character_id();
1154 mon->remove_effect( effect_ridden );
1155 mon->add_effect( effect_ai_waiting, 5_turns );
1156 mounted_creature = nullptr;
1157 mon->mounted_player = nullptr;
1158 }
1159 std::vector<tripoint> valid;
1160 for( const tripoint &jk : get_map().points_in_radius( pos(), 1 ) ) {
1161 if( g->is_empty( jk ) ) {
1162 valid.push_back( jk );
1163 }
1164 }
1165 if( !valid.empty() ) {
1166 setpos( random_entry( valid ) );
1167 if( mech ) {
1168 add_msg_player_or_npc( m_bad, _( "You are ejected from your mech!" ),
1169 _( "<npcname> is ejected from their mech!" ) );
1170 } else {
1171 add_msg_player_or_npc( m_bad, _( "You fall off your mount!" ),
1172 _( "<npcname> falls off their mount!" ) );
1173 }
1174 const int dodge = get_dodge();
1175 const int damage = std::max( 0, rng( 1, 20 ) - rng( dodge, dodge * 2 ) );
1176 bodypart_id hit( "num_bp" );
1177 switch( rng( 1, 10 ) ) {
1178 case 1:
1179 if( one_in( 2 ) ) {
1180 hit = bodypart_id( "foot_l" );
1181 } else {
1182 hit = bodypart_id( "foot_r" );
1183 }
1184 break;
1185 case 2:
1186 case 3:
1187 case 4:
1188 if( one_in( 2 ) ) {
1189 hit = bodypart_id( "leg_l" );
1190 } else {
1191 hit = bodypart_id( "leg_r" );
1192 }
1193 break;
1194 case 5:
1195 case 6:
1196 case 7:
1197 if( one_in( 2 ) ) {
1198 hit = bodypart_id( "arm_l" );
1199 } else {
1200 hit = bodypart_id( "arm_r" );
1201 }
1202 break;
1203 case 8:
1204 case 9:
1205 hit = bodypart_id( "torso" );
1206 break;
1207 case 10:
1208 hit = bodypart_id( "head" );
1209 break;
1210 }
1211 if( damage > 0 ) {
1212 add_msg_if_player( m_bad, _( "You hurt yourself!" ) );
1213 deal_damage( nullptr, hit, damage_instance( DT_BASH, damage ) );
1214 if( is_avatar() ) {
1215 g->memorial().add(
1216 pgettext( "memorial_male", "Fell off a mount." ),
1217 pgettext( "memorial_female", "Fell off a mount." ) );
1218 }
1220 }
1221 add_effect( effect_downed, 5_turns, num_bp );
1222 } else {
1223 add_msg( m_debug, "Forced_dismount could not find a square to deposit player" );
1224 }
1225 if( is_avatar() ) {
1226 if( g->u.get_grab_type() != OBJECT_NONE ) {
1227 add_msg( m_warning, _( "You let go of the grabbed object." ) );
1228 g->u.grab( OBJECT_NONE );
1229 }
1231 if( g->u.is_auto_moving() || g->u.has_destination() || g->u.has_destination_activity() ) {
1232 g->u.clear_destination();
1233 }
1234 g->update_map( g->u );
1235 }
1236 if( activity ) {
1238 }
1239 moves -= 150;
1240}
static const efftype_id effect_downed("downed")
dealt_damage_instance deal_damage(Creature *source, bodypart_id bp, const damage_instance &d) override
Calls Creature::deal_damage and handles damaged effects (waking up, etc.)
Definition: character.cpp:8452
float get_dodge() const override
Definition: melee.cpp:782
void check_dead_state()
This function checks the creatures is_dead_state and (if true) calls die.
Definition: creature.cpp:1836

References character_id, effect_ai_waiting, effect_ridden, effect_riding, MF_RIDEABLE_MECH, mounted_creature, Creature::remove_effect(), visitable< Character >::remove_item(), and weapon.

Referenced by Creature::add_effect(), check_mount_is_spooked(), monster::die(), and monster::setpos().

◆ fuel_bionic_with()

bool Character::fuel_bionic_with ( item it)

Definition at line 1396 of file consumption.cpp.

1397{
1398 if( !can_fuel_bionic_with( it ) ) {
1399 return false;
1400 }
1401
1403
1404 const int loadable = std::min( it.charges, get_fuel_capacity( it.typeId() ) );
1405 const std::string str_loaded = get_value( it.typeId().str() );
1406 int loaded = 0;
1407 if( !str_loaded.empty() ) {
1408 loaded = std::stoi( str_loaded );
1409 }
1410
1411 const std::string new_charge = std::to_string( loadable + loaded );
1412
1413 it.charges -= loadable;
1414 // Type and amount of fuel
1415 set_value( it.typeId().str(), new_charge );
1418 //~ %1$i: charge number, %2$s: item name, %3$s: bionics name
1419 vgettext( "You load %1$i charge of %2$s in your %3$s.",
1420 "You load %1$i charges of %2$s in your %3$s.", loadable ),
1421 //~ %1$i: charge number, %2$s: item name, %3$s: bionics name
1422 vgettext( "<npcname> load %1$i charge of %2$s in their %3$s.",
1423 "<npcname> load %1$i charges of %2$s in their %3$s.", loadable ), loadable, it.tname(), bio->name );
1424 mod_moves( -250 );
1425 return true;
1426}
bionic_id get_most_efficient_bionic(const std::vector< bionic_id > &bids) const
Return bionic_id of bionic of most fuel efficient bionic.
Definition: character.cpp:1952
bool can_fuel_bionic_with(const item &it) const
Returns true if the character can fuel a bionic with the item.
Definition: character.cpp:1910
int get_fuel_capacity(const itype_id &fuel) const
Return available space to store specified fuel.
Definition: character.cpp:2086

References Creature::add_msg_player_or_npc(), can_fuel_bionic_with(), item::charges, get_bionic_fueled_with(), get_fuel_capacity(), get_most_efficient_bionic(), Creature::get_value(), m_info, Creature::mod_moves(), bionic_data::name, Creature::set_value(), string_id< T >::str(), item::tname(), to_string(), item::typeId(), update_fuel_storage(), and vgettext().

Referenced by player::consume_item().

◆ fun_for()

std::pair< int, int > Character::fun_for ( const item comest) const

Handles the enjoyability value for a comestible.

First value is enjoyability, second is cap.

Definition at line 464 of file consumption.cpp.

465{
466 if( !comest.is_comestible() ) {
467 return std::pair<int, int>( 0, 0 );
468 }
469
470 // As float to avoid rounding too many times
471 float fun = comest.get_comestible_fun();
472 // Rotten food should be pretty disgusting
473 const float relative_rot = comest.get_relative_rot();
474 if( relative_rot > 1.0f && !has_trait( trait_SAPROPHAGE ) && !has_trait( trait_SAPROVORE ) ) {
475 fun -= 10;
476 if( fun > 0 ) {
477 fun *= 0.5f;
478 } else {
479 fun *= 2.0f;
480 }
481 }
482
483 // Food is less enjoyable when eaten too often.
484 if( fun > 0 || comest.has_flag( flag_NEGATIVE_MONOTONY_OK ) ) {
485 for( const consumption_event &event : consumption_history ) {
486 if( event.time > calendar::turn - 2_days && event.type_id == comest.typeId() &&
487 event.component_hash == comest.make_component_hash() ) {
488 fun -= comest.get_comestible()->monotony_penalty;
489 // This effect can't drop fun below 0, unless the food has the right flag.
490 // 0 is the lowest we'll go, no need to keep looping.
491 if( fun <= 0 && !comest.has_flag( flag_NEGATIVE_MONOTONY_OK ) ) {
492 fun = 0;
493 break;
494 }
495 }
496 }
497 }
498
499 float fun_max = fun < 0 ? fun * 6 : fun * 3;
500
501 if( ( comest.has_flag( flag_LUPINE ) && has_trait( trait_THRESH_LUPINE ) ) ||
502 ( comest.has_flag( flag_FELINE ) && has_trait( trait_THRESH_FELINE ) ) ) {
503 if( fun < 0 ) {
504 fun = -fun;
505 fun /= 2;
506 }
507 }
508
509 if( has_trait( trait_GOURMAND ) ) {
510 if( fun < -1 ) {
511 fun_max = fun;
512 fun /= 2;
513 } else if( fun > 0 ) {
514 fun_max *= 3;
515 fun = fun * 3 / 2;
516 }
517 }
518
521 fun < 0 ) {
522 fun = 0;
523 }
524
525 return { static_cast< int >( fun ), static_cast< int >( fun_max ) };
526}
std::list< consumption_event > consumption_history
Definition: character.h:1592
uint64_t make_component_hash() const
Creates a hash from the itype_ids of this item's components.
Definition: item.cpp:8744
int get_comestible_fun() const
Definition: item.cpp:5360
static const bionic_id bio_taste_blocker("bio_taste_blocker")
static const std::string flag_NEGATIVE_MONOTONY_OK("NEGATIVE_MONOTONY_OK")
static const trait_id trait_GOURMAND("GOURMAND")

References bio_taste_blocker, consumption_history, flag_FELINE(), flag_LUPINE(), flag_NEGATIVE_MONOTONY_OK(), units::from_kilojoule(), item::get_comestible(), item::get_comestible_fun(), get_power_level(), item::get_relative_rot(), has_active_bionic(), item::has_flag(), has_trait(), item::is_comestible(), item::make_component_hash(), trait_GOURMAND, trait_SAPROPHAGE, trait_SAPROVORE, trait_THRESH_FELINE, trait_THRESH_LUPINE, calendar::turn, and item::typeId().

Referenced by comestible_inventory_preset::comestible_inventory_preset(), find_auto_consume(), and modify_morale().

◆ get_acquirable_energy() [1/2]

int Character::get_acquirable_energy ( const item it) const

Definition at line 1491 of file consumption.cpp.

1492{
1494}

References get_acquirable_energy(), and get_cbm_rechargeable_with().

◆ get_acquirable_energy() [2/2]

int Character::get_acquirable_energy ( const item it,
rechargeable_cbm  cbm 
) const

Definition at line 1445 of file consumption.cpp.

1446{
1447 switch( cbm ) {
1449 break;
1450
1452 if( it.charges > 0 ) {
1453 const auto iter = plut_charges.find( it.typeId() );
1454 return iter != plut_charges.end() ? it.charges * iter->second : 0;
1455 }
1456
1457 break;
1458
1460 units::volume consumed_vol = it.volume();
1461 units::mass consumed_mass = it.weight();
1463 const double n_stacks = static_cast<double>( it.charges_per_volume( furnace_max_volume ) ) /
1464 it.type->stack_size;
1465 consumed_vol = it.type->volume * n_stacks;
1466 // it.type->weight is in 10g units?
1467 consumed_mass = it.type->weight * 10 * n_stacks;
1468 }
1469 int amount = ( consumed_vol / 250_ml + consumed_mass / 1_gram ) / 9;
1470
1471 // TODO: JSONize.
1472 if( it.made_of( material_id( "leather" ) ) ) {
1473 amount /= 4;
1474 }
1475 if( it.made_of( material_id( "wood" ) ) ) {
1476 amount /= 2;
1477 }
1478
1479 return amount;
1480 }
1483 const int to_consume = std::min( it.charges, bid->fuel_capacity );
1484 const int to_charge = static_cast<int>( it.fuel_energy() * to_consume * bid->fuel_efficiency );
1485 return to_charge;
1486 }
1487
1488 return 0;
1489}
int fuel_capacity
How much fuel this bionic can hold.
Definition: bionics.h:65
units::mass weight
Weight of item ( or each stack member )
Definition: itype.h:965
int stack_size
Number of items per above volume for count_by_charges items.
Definition: itype.h:982
units::volume volume
Space occupied by items of this type CAUTION: value given is for a default-sized stack.
Definition: itype.h:974

References item::charges, item::charges_per_volume(), item::count_by_charges(), bionic_data::fuel_capacity, bionic_data::fuel_efficiency, item::fuel_energy(), furnace, furnace_max_volume, get_bionic_fueled_with(), get_most_efficient_bionic(), item::made_of(), none, other, plut_charges, reactor, itype::stack_size, item::type, item::typeId(), item::volume(), itype::volume, item::weight(), and itype::weight.

Referenced by feed_furnace_with(), feed_reactor_with(), and get_acquirable_energy().

◆ get_aim_types()

std::vector< aim_type > Character::get_aim_types ( const item gun) const

Definition at line 1627 of file ranged.cpp.

1628{
1629 std::vector<aim_type> aim_types = get_default_aim_type();
1630 if( !gun.is_gun() ) {
1631 return aim_types;
1632 }
1633 int sight_dispersion = effective_dispersion( gun.sight_dispersion() );
1634 // Aiming thresholds are dependent on weapon sight dispersion, attempting to place thresholds
1635 // at 10%, 5% and 0% of the difference between MAX_RECOIL and sight dispersion.
1636 std::vector<int> thresholds = {
1637 static_cast<int>( ( ( MAX_RECOIL - sight_dispersion ) / 10.0 ) + sight_dispersion ),
1638 static_cast<int>( ( ( MAX_RECOIL - sight_dispersion ) / 20.0 ) + sight_dispersion ),
1639 static_cast<int>( sight_dispersion )
1640 };
1641 // Remove duplicate thresholds.
1642 std::vector<int>::iterator thresholds_it = std::adjacent_find( thresholds.begin(),
1643 thresholds.end() );
1644 while( thresholds_it != thresholds.end() ) {
1645 thresholds.erase( thresholds_it );
1646 thresholds_it = std::adjacent_find( thresholds.begin(), thresholds.end() );
1647 }
1648 thresholds_it = thresholds.begin();
1649 aim_types.push_back( aim_type { _( "Regular" ), "AIMED_SHOT", _( "[%c] to aim and fire." ),
1650 true, *thresholds_it } );
1651 thresholds_it++;
1652 if( thresholds_it != thresholds.end() ) {
1653 aim_types.push_back( aim_type { _( "Careful" ), "CAREFUL_SHOT",
1654 _( "[%c] to take careful aim and fire." ), true,
1655 *thresholds_it } );
1656 thresholds_it++;
1657 }
1658 if( thresholds_it != thresholds.end() ) {
1659 aim_types.push_back( aim_type { _( "Precise" ), "PRECISE_SHOT",
1660 _( "[%c] to take precise aim and fire." ), true,
1661 *thresholds_it } );
1662 }
1663 return aim_types;
1664}
int effective_dispersion(int dispersion) const
Definition: character.cpp:562
int sight_dispersion() const
Get lowest dispersion of either integral or any attached sights.
Definition: item.cpp:7089
static std::vector< aim_type > get_default_aim_type()
Definition: ranged.cpp:1326

References _, effective_dispersion(), get_default_aim_type(), item::is_gun(), MAX_RECOIL, and item::sight_dispersion().

Referenced by target_ui::init_window_and_input(), and print_aim().

◆ get_all_armor_type()

std::map< bodypart_id, int > Character::get_all_armor_type ( damage_type  dt,
const std::map< bodypart_id, std::vector< const item * > > &  clothing_map 
) const

Definition at line 7018 of file character.cpp.

7020{
7021 std::map<bodypart_id, int> ret;
7022 for( const bodypart_id &bp : get_all_body_parts() ) {
7023 ret.emplace( bp, 0 );
7024 }
7025
7026 for( std::pair<const bodypart_id, int> &per_bp : ret ) {
7027 const bodypart_id &bp = per_bp.first;
7028 switch( dt ) {
7029 case DT_TRUE:
7030 case DT_BIOLOGICAL:
7031 // Characters cannot resist this
7032 return ret;
7033 /* BASH, CUT, STAB, and BULLET don't benefit from the clothing_map optimization */
7034 // TODO: Fix that
7035 case DT_BASH:
7036 per_bp.second += get_armor_bash( bp );
7037 break;
7038 case DT_CUT:
7039 per_bp.second += get_armor_cut( bp );
7040 break;
7041 case DT_STAB:
7042 per_bp.second += get_armor_cut( bp ) * 0.8f;
7043 break;
7044 case DT_BULLET:
7045 per_bp.second += get_armor_bullet( bp );
7046 break;
7047 case DT_ACID:
7048 case DT_HEAT:
7049 case DT_COLD:
7050 case DT_ELECTRIC: {
7051 for( const item *it : clothing_map.at( bp ) ) {
7052 per_bp.second += it->damage_resist( dt );
7053 }
7054
7055 per_bp.second += mutation_armor( bp, dt );
7056 break;
7057 }
7058 case DT_NULL:
7059 case NUM_DT:
7060 debugmsg( "Invalid damage type: %d", dt );
7061 return ret;
7062 }
7063 }
7064
7065 return ret;
7066}
int get_armor_cut(bodypart_id bp) const override
Returns overall cutting resistance for the body_part.
Definition: character.cpp:6969
int get_armor_bullet(bodypart_id bp) const override
Returns overall bullet resistance for the body_part.
Definition: character.cpp:6974
int get_armor_bash(bodypart_id bp) const override
Returns overall bashing resistance for the body_part.
Definition: character.cpp:6964
resistances mutation_armor(bodypart_id bp) const
Returns resistances on a body part provided by mutations.
Definition: character.cpp:6489
@ DT_TRUE
Definition: damage.h:22
@ DT_NULL
Definition: damage.h:21
@ NUM_DT
Definition: damage.h:32
@ DT_BIOLOGICAL
Definition: damage.h:23

References debugmsg, DT_ACID, DT_BASH, DT_BIOLOGICAL, DT_BULLET, DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, DT_NULL, DT_STAB, DT_TRUE, Creature::get_all_body_parts(), get_armor_bash(), get_armor_bullet(), get_armor_cut(), mutation_armor(), NUM_DT, and cata::hash64_detail::ret.

Referenced by get_armor_fire().

◆ get_all_skills()

const SkillLevelMap & Character::get_all_skills ( ) const

Definition at line 3322 of file character.cpp.

3323{
3324 return *_skills;
3325}

References _skills.

Referenced by player::exceeds_recipe_requirements(), player::has_recipe_requirements(), set_skills(), and memorial_logger::write().

◆ get_ammo()

std::vector< const item * > Character::get_ammo ( const ammotype at) const

Returns the items that are ammo and have the matching ammo type.

Definition at line 2575 of file character.cpp.

2576{
2577 return items_with( [at]( const item & it ) {
2578 return it.ammo_type() == at;
2579 } );
2580}
ammotype ammo_type() const
Ammo type of an ammo item.
Definition: item.cpp:7420

References item::ammo_type(), and visitable< Character >::items_with().

Referenced by item::color_in_inventory(), and npc::decide_needs().

◆ get_armor_acid()

int Character::get_armor_acid ( bodypart_id  bp) const

Returns overall acid resistance for the body part.

Definition at line 7149 of file character.cpp.

7150{
7151 return get_armor_type( DT_ACID, bp );
7152}
int get_armor_type(damage_type dt, bodypart_id bp) const override
Returns overall resistance to given type on the bod part.
Definition: character.cpp:6980

References DT_ACID, and get_armor_type().

◆ get_armor_bash()

int Character::get_armor_bash ( bodypart_id  bp) const
overridevirtual

Returns overall bashing resistance for the body_part.

Reimplemented from Creature.

Definition at line 6964 of file character.cpp.

6965{
6967}
int get_armor_bash_base(bodypart_id bp) const override
Returns bashing resistance from the creature and armor only.
Definition: character.cpp:7068
int armor_bash_bonus
Definition: creature.h:820

References Creature::armor_bash_bonus, and get_armor_bash_base().

Referenced by get_all_armor_type(), get_armor_type(), game::get_dangerous_tile(), and game::place_player().

◆ get_armor_bash_base()

int Character::get_armor_bash_base ( bodypart_id  bp) const
overridevirtual

Returns bashing resistance from the creature and armor only.

Reimplemented from Creature.

Definition at line 7068 of file character.cpp.

7069{
7070 int ret = 0;
7071 for( auto &i : worn ) {
7072 if( i.covers( bp->token ) ) {
7073 ret += i.bash_resist();
7074 }
7075 }
7076 for( const bionic_id &bid : get_bionics() ) {
7077 const auto bash_prot = bid->bash_protec.find( bp.id() );
7078 if( bash_prot != bid->bash_protec.end() ) {
7079 ret += bash_prot->second;
7080 }
7081 }
7082
7083 ret += mutation_armor( bp, DT_BASH );
7084 return ret;
7085}

References DT_BASH, get_bionics(), int_id< T >::id(), mutation_armor(), cata::hash64_detail::ret, and worn.

Referenced by get_armor_bash().

◆ get_armor_bullet()

int Character::get_armor_bullet ( bodypart_id  bp) const
overridevirtual

Returns overall bullet resistance for the body_part.

Reimplemented from Creature.

Definition at line 6974 of file character.cpp.

6975{
6977}
int get_armor_bullet_base(bodypart_id bp) const override
Returns cutting resistance from the creature and armor only.
Definition: character.cpp:7106
int armor_bullet_bonus
Definition: creature.h:822

References Creature::armor_bullet_bonus, and get_armor_bullet_base().

Referenced by get_all_armor_type(), and get_armor_type().

◆ get_armor_bullet_base()

int Character::get_armor_bullet_base ( bodypart_id  bp) const
overridevirtual

Returns cutting resistance from the creature and armor only.

Reimplemented from Creature.

Definition at line 7106 of file character.cpp.

7107{
7108 int ret = 0;
7109 for( auto &i : worn ) {
7110 if( i.covers( bp->token ) ) {
7111 ret += i.bullet_resist();
7112 }
7113 }
7114
7115 for( const bionic_id &bid : get_bionics() ) {
7116 const auto bullet_prot = bid->bullet_protec.find( bp.id() );
7117 if( bullet_prot != bid->bullet_protec.end() ) {
7118 ret += bullet_prot->second;
7119 }
7120 }
7121
7122 ret += mutation_armor( bp, DT_BULLET );
7123 return ret;
7124}

References DT_BULLET, get_bionics(), int_id< T >::id(), mutation_armor(), cata::hash64_detail::ret, and worn.

Referenced by get_armor_bullet().

◆ get_armor_cut()

int Character::get_armor_cut ( bodypart_id  bp) const
overridevirtual

Returns overall cutting resistance for the body_part.

Reimplemented from Creature.

Definition at line 6969 of file character.cpp.

6970{
6971 return get_armor_cut_base( bp ) + armor_cut_bonus;
6972}
int get_armor_cut_base(bodypart_id bp) const override
Returns cutting resistance from the creature and armor only.
Definition: character.cpp:7087
int armor_cut_bonus
Definition: creature.h:821

References Creature::armor_cut_bonus, and get_armor_cut_base().

Referenced by get_all_armor_type(), get_armor_type(), and map::player_in_field().

◆ get_armor_cut_base()

int Character::get_armor_cut_base ( bodypart_id  bp) const
overridevirtual

Returns cutting resistance from the creature and armor only.

Reimplemented from Creature.

Definition at line 7087 of file character.cpp.

7088{
7089 int ret = 0;
7090 for( auto &i : worn ) {
7091 if( i.covers( bp->token ) ) {
7092 ret += i.cut_resist();
7093 }
7094 }
7095 for( const bionic_id &bid : get_bionics() ) {
7096 const auto cut_prot = bid->cut_protec.find( bp.id() );
7097 if( cut_prot != bid->cut_protec.end() ) {
7098 ret += cut_prot->second;
7099 }
7100 }
7101
7102 ret += mutation_armor( bp, DT_CUT );
7103 return ret;
7104}

References DT_CUT, get_bionics(), int_id< T >::id(), mutation_armor(), cata::hash64_detail::ret, and worn.

Referenced by get_armor_cut().

◆ get_armor_fire()

std::map< bodypart_id, int > Character::get_armor_fire ( const std::map< bodypart_id, std::vector< const item * > > &  clothing_map) const

Returns overall fire resistance.

Definition at line 8379 of file character.cpp.

8381{
8382 return get_all_armor_type( DT_HEAT, clothing_map );
8383}
std::map< bodypart_id, int > get_all_armor_type(damage_type dt, const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
Definition: character.cpp:7018

References DT_HEAT, and get_all_armor_type().

Referenced by update_bodytemp().

◆ get_armor_type()

int Character::get_armor_type ( damage_type  dt,
bodypart_id  bp 
) const
overridevirtual

Returns overall resistance to given type on the bod part.

Implements Creature.

Definition at line 6980 of file character.cpp.

6981{
6982 switch( dt ) {
6983 case DT_TRUE:
6984 case DT_BIOLOGICAL:
6985 return 0;
6986 case DT_BASH:
6987 return get_armor_bash( bp );
6988 case DT_CUT:
6989 return get_armor_cut( bp );
6990 case DT_STAB:
6991 return get_armor_cut( bp ) * 0.8f;
6992 case DT_BULLET:
6993 return get_armor_bullet( bp );
6994 case DT_ACID:
6995 case DT_HEAT:
6996 case DT_COLD:
6997 case DT_ELECTRIC: {
6998 int ret = 0;
6999 for( auto &i : worn ) {
7000 if( i.covers( bp->token ) ) {
7001 ret += i.damage_resist( dt );
7002 }
7003 }
7004
7005 ret += mutation_armor( bp, dt );
7006 return ret;
7007 }
7008 case DT_NULL:
7009 case NUM_DT:
7010 // Let it error below
7011 break;
7012 }
7013
7014 debugmsg( "Invalid damage type: %d", dt );
7015 return 0;
7016}

References debugmsg, DT_ACID, DT_BASH, DT_BIOLOGICAL, DT_BULLET, DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, DT_NULL, DT_STAB, DT_TRUE, get_armor_bash(), get_armor_bullet(), get_armor_cut(), mutation_armor(), NUM_DT, cata::hash64_detail::ret, and worn.

Referenced by map::burn_body_part(), get_armor_acid(), and is_immune_field().

◆ get_auto_move_route()

std::vector< tripoint > & Character::get_auto_move_route ( )

Definition at line 10504 of file character.cpp.

10505{
10506 return auto_move_route;
10507}

References auto_move_route.

Referenced by game::cancel_activity_or_ignore_query(), game::cancel_activity_query(), npc::move(), and npc::move_to().

◆ get_base_traits()

std::vector< trait_id > Character::get_base_traits ( ) const

Get the idents of all base traits.

Definition at line 2787 of file newcharacter.cpp.

2788{
2789 return std::vector<trait_id>( my_traits.begin(), my_traits.end() );
2790}

References my_traits.

Referenced by avatar::create(), and set_description().

◆ get_bionic_fueled_with()

std::vector< bionic_id > Character::get_bionic_fueled_with ( const item it) const

Return bionic_id of bionics able to use it as fuel.

Definition at line 1926 of file character.cpp.

1927{
1928 std::vector<bionic_id> bionics;
1929
1930 for( const bionic_id &bid : get_bionics() ) {
1931 for( const itype_id &fuel : bid->fuel_opts ) {
1932 if( fuel == it.typeId() ) {
1933 bionics.emplace_back( bid );
1934 }
1935 }
1936 }
1937
1938 return bionics;
1939}

References get_bionics(), and item::typeId().

Referenced by burn_move_stamina(), fuel_bionic_with(), get_acquirable_energy(), game::on_move_effects(), reset_remote_fuel(), and update_fuel_storage().

◆ get_bionics()

◆ get_cbm_rechargeable_with()

rechargeable_cbm Character::get_cbm_rechargeable_with ( const item it) const

Definition at line 1428 of file consumption.cpp.

1429{
1430 if( can_feed_reactor_with( it ) ) {
1432 }
1433
1434 if( can_feed_furnace_with( it ) ) {
1436 }
1437
1438 if( can_fuel_bionic_with( it ) ) {
1440 }
1441
1443}

References can_feed_furnace_with(), can_feed_reactor_with(), can_fuel_bionic_with(), furnace, none, other, and reactor.

Referenced by can_consume_for_bionic(), and get_acquirable_energy().

◆ get_check_encumbrance()

bool Character::get_check_encumbrance ( )
inline

Definition at line 2002 of file character.h.

2002 {
2003 return check_encumbrance;
2004 }

References check_encumbrance.

Referenced by player::process_items().

◆ get_consumable_from()

item & Character::get_consumable_from ( item it) const

Returns a reference to the item itself (if it's consumable), the first of its contents (if it's consumable) or null item otherwise.

WARNING: consumable does not necessarily guarantee the comestible type.

Definition at line 1521 of file consumption.cpp.

1522{
1523 if( !it.is_container_empty() && can_consume_as_is( it.contents.front() ) ) {
1524 return it.contents.front();
1525 } else if( can_consume_as_is( it ) ) {
1526 return it;
1527 }
1528
1529 static item null_comestible;
1530 // Since it's not const.
1531 null_comestible = item();
1532 return null_comestible;
1533}

References can_consume_as_is(), item::contents, item_contents::front(), and item::is_container_empty().

Referenced by player::consume_item(), and find_auto_consume().

◆ get_dependent_worn_items()

std::list< item * > Character::get_dependent_worn_items ( const item it)

Returns all items that must be taken off before taking off this item.

Definition at line 2476 of file character.cpp.

2477{
2478 std::list<item *> dependent;
2479 // Adds dependent worn items recursively
2480 const std::function<void( const item &it )> add_dependent = [&]( const item & it ) {
2481 for( item &wit : worn ) {
2482 if( &wit == &it || !wit.is_worn_only_with( it ) ) {
2483 continue;
2484 }
2485 const auto iter = std::find_if( dependent.begin(), dependent.end(),
2486 [&wit]( const item * dit ) {
2487 return &wit == dit;
2488 } );
2489 if( iter == dependent.end() ) { // Not in the list yet
2490 add_dependent( wit );
2491 dependent.push_back( &wit );
2492 }
2493 }
2494 };
2495
2496 if( is_worn( it ) ) {
2497 add_dependent( it );
2498 }
2499
2500 return dependent;
2501}

References is_worn(), item::is_worn_only_with(), and worn.

Referenced by player::can_takeoff(), and pickup::reorder_for_dropping().

◆ get_destination_activity()

player_activity Character::get_destination_activity ( ) const

Definition at line 1023 of file character.cpp.

1024{
1025 return destination_activity;
1026}

References destination_activity.

Referenced by has_destination_activity(), has_distant_destination(), and start_destination_activity().

◆ get_dex()

◆ get_dex_base()

int Character::get_dex_base ( ) const
virtual

Reimplemented in avatar.

Definition at line 4080 of file character.cpp.

4081{
4082 return dex_max;
4083}

References dex_max.

Referenced by enchantment::activate_passive(), draw_stats_tab(), get_dex(), and avatar::get_dex_base().

◆ get_dex_bonus()

int Character::get_dex_bonus ( ) const
virtual

Definition at line 4097 of file character.cpp.

4098{
4099 return dex_bonus;
4100}

References dex_bonus.

Referenced by reset_stats().

◆ get_dodge()

float Character::get_dodge ( ) const
overridevirtual

Reimplemented from Creature.

Definition at line 782 of file melee.cpp.

783{
784 //If we're asleep or busy we can't dodge
786 return 0.0f;
787 }
788
789 float ret = Creature::get_dodge();
790 // Chop in half if we are unable to move
793 ret /= 2;
794 }
795
796 if( has_effect( effect_grabbed ) ) {
797 int zed_number = 0;
798 for( auto &dest : g->m.points_in_radius( pos(), 1, 0 ) ) {
799 const monster *const mon = g->critter_at<monster>( dest );
800 if( mon && mon->has_effect( effect_grabbing ) ) {
801 zed_number++;
802 }
803 }
804 ret *= 1.0f - ( 0.25f * zed_number );
805 }
806
807 if( worn_with_flag( "ROLLER_INLINE" ) ||
808 worn_with_flag( "ROLLER_QUAD" ) ||
809 worn_with_flag( "ROLLER_ONE" ) ) {
810 ret /= has_trait( trait_PROF_SKATER ) ? 2 : 5;
811 }
812
814 ret /= 4;
815 }
816
817 // Each dodge after the first subtracts equivalent of 2 points of dodge skill
818 if( dodges_left <= 0 ) {
819 ret += dodges_left * 2 - 2;
820 }
821
822 return std::max( 0.0f, ret );
823}
int dodges_left
Definition: character.h:616
virtual float get_dodge() const
Definition: creature.cpp:1505
static const efftype_id effect_lightsnare("lightsnare")
static const efftype_id effect_grabbing("grabbing")
static const efftype_id effect_bouldering("bouldering")
static const efftype_id effect_beartrap("beartrap")
static const efftype_id effect_grabbed("grabbed")
static const efftype_id effect_heavysnare("heavysnare")
static const trait_id trait_PROF_SKATER("PROF_SKATER")

References dodges_left, effect_beartrap, effect_bouldering, effect_grabbed, effect_grabbing, effect_heavysnare, effect_lightsnare, effect_narcosis, g, Creature::get_dodge(), Creature::has_effect(), has_trait(), in_sleep_state(), pos(), cata::hash64_detail::ret, trait_PROF_SKATER, and worn_with_flag().

Referenced by npc::character_danger(), trapfunc::crossbow(), player::dodge_roll(), draw_skills_tab(), trapfunc::pit(), trapfunc::pit_glass(), trapfunc::pit_spikes(), mattack::science(), trapfunc::shotgun(), and game::update_stair_monsters().

◆ get_dodge_base()

float Character::get_dodge_base ( ) const
overridevirtual

Combat getters.

Dexterity increases dodge base Dodge increases dodge_base

Implements Creature.

Definition at line 5830 of file character.cpp.

5831{
5832 /** @EFFECT_DEX increases dodge base */
5833 /** @EFFECT_DODGE increases dodge_base */
5834 return get_dex() / 2.0f + get_skill_level( skill_dodge );
5835}
static const skill_id skill_dodge("dodge")

References get_dex(), get_skill_level(), and skill_dodge.

◆ get_effective_efficiency()

float Character::get_effective_efficiency ( int  b,
float  fuel_efficiency 
)

Applies modifier to fuel_efficiency and returns the resulting efficiency.

Definition at line 1475 of file bionics.cpp.

1476{
1477 const bionic &bio = ( *my_bionics )[b];
1478 const cata::optional<float> &coverage_penalty = bio.info().coverage_power_gen_penalty;
1479 float effective_efficiency = fuel_efficiency;
1480 if( coverage_penalty ) {
1481 int coverage = 0;
1482 const std::map< bodypart_str_id, int > &occupied_bodyparts = bio.info().occupied_bodyparts;
1483 for( const std::pair< const bodypart_str_id, int > &elem : occupied_bodyparts ) {
1484 for( const item &i : worn ) {
1485 if( i.covers( elem.first->token ) && !i.has_flag( flag_ALLOWS_NATURAL_ATTACKS ) &&
1486 !i.has_flag( flag_SEMITANGIBLE ) &&
1487 !i.has_flag( flag_PERSONAL ) && !i.has_flag( flag_AURA ) ) {
1488 coverage += i.get_coverage();
1489 }
1490 }
1491 }
1492 effective_efficiency = fuel_efficiency * ( 1.0 - ( coverage / ( 100.0 *
1493 occupied_bodyparts.size() ) )
1494 * coverage_penalty.value() );
1495 }
1496 return effective_efficiency;
1497}
static const std::string flag_SEMITANGIBLE("SEMITANGIBLE")
static const std::string flag_ALLOWS_NATURAL_ATTACKS("ALLOWS_NATURAL_ATTACKS")
static const std::string flag_AURA("AURA")
static const std::string flag_PERSONAL("PERSONAL")
cata::optional< float > coverage_power_gen_penalty
Fraction of coverage diminishing fuel_efficiency.
Definition: bionics.h:71

References b, bionic_data::coverage_power_gen_penalty, flag_ALLOWS_NATURAL_ATTACKS(), flag_AURA(), flag_PERSONAL(), flag_SEMITANGIBLE(), bionic::info(), bionic_data::occupied_bodyparts, cata::optional< T >::value(), and worn.

Referenced by burn_fuel(), and passive_power_gen().

◆ get_encumbrance() [1/2]

std::array< encumbrance_data, num_bp > Character::get_encumbrance ( ) const

Get encumbrance for all body parts.

Definition at line 3661 of file character.cpp.

3662{
3663 return encumbrance_cache;
3664}

References encumbrance_cache.

Referenced by item::on_wear(), player::print_encumbrance(), and should_combine_bps().

◆ get_encumbrance() [2/2]

std::array< encumbrance_data, num_bp > Character::get_encumbrance ( const item new_item) const

Get encumbrance for all body parts as if new_item was also worn.

Definition at line 3666 of file character.cpp.

3667{
3668 return calc_encumbrance( new_item );
3669}

References calc_encumbrance().

◆ get_env_resist()

int Character::get_env_resist ( bodypart_id  bp) const
overridevirtual

Returns overall env_resist on a body_part.

Reimplemented from Creature.

Definition at line 7126 of file character.cpp.

7127{
7128 int ret = 0;
7129 for( auto &i : worn ) {
7130 // Head protection works on eyes too (e.g. baseball cap)
7131 if( i.covers( bp->token ) || ( bp == bodypart_id( "eyes" ) && i.covers( bp_head ) ) ) {
7132 ret += i.get_env_resist();
7133 }
7134 }
7135
7136 for( const bionic_id &bid : get_bionics() ) {
7137 const auto EP = bid->env_protec.find( bp.id() );
7138 if( ( !bid->activated || has_active_bionic( bid ) ) && EP != bid->env_protec.end() ) {
7139 ret += EP->second;
7140 }
7141 }
7142
7143 if( bp == bodypart_id( "eyes" ) && has_trait( trait_SEESLEEP ) ) {
7144 ret += 8;
7145 }
7146 return ret;
7147}
static const trait_id trait_SEESLEEP("SEESLEEP")

References bp_head, get_bionics(), has_active_bionic(), has_trait(), int_id< T >::id(), cata::hash64_detail::ret, trait_SEESLEEP, and worn.

Referenced by iexamine::flower_poppy(), is_immune_field(), and map::player_in_field().

◆ get_faction()

virtual faction * Character::get_faction ( ) const
inlinevirtual

Reimplemented in avatar, and npc.

Definition at line 405 of file character.h.

405 {
406 return nullptr;
407 }

Referenced by complete_craft(), npc::consume_food_from_camp(), basecamp::faction_display(), vehicle::handle_potential_theft(), and npc::has_faction_relationship().

◆ get_fastest_sight()

std::pair< int, int > Character::get_fastest_sight ( const item gun,
double  recoil 
) const

Definition at line 572 of file character.cpp.

573{
574 // Get fastest sight that can be used to improve aim further below @ref recoil.
575 int sight_speed_modifier = INT_MIN;
576 int limit = 0;
577 if( effective_dispersion( gun.type->gun->sight_dispersion ) < recoil ) {
578 sight_speed_modifier = gun.has_flag( flag_DISABLE_SIGHTS ) ? 0 : 6;
579 limit = effective_dispersion( gun.type->gun->sight_dispersion );
580 }
581
582 for( const auto e : gun.gunmods() ) {
583 const islot_gunmod &mod = *e->type->gunmod;
584 if( mod.sight_dispersion < 0 || mod.aim_speed < 0 ) {
585 continue; // skip gunmods which don't provide a sight
586 }
587 if( effective_dispersion( mod.sight_dispersion ) < recoil &&
588 mod.aim_speed > sight_speed_modifier ) {
589 sight_speed_modifier = mod.aim_speed;
590 limit = effective_dispersion( mod.sight_dispersion );
591 }
592 }
593 return std::make_pair( sight_speed_modifier, limit );
594}
static const std::string flag_DISABLE_SIGHTS("DISABLE_SIGHTS")
std::vector< item * > gunmods()
Returns all gunmods currently attached to this item (always empty if item not a gun)
Definition: item.cpp:7567
cata::value_ptr< islot_gun > gun
Definition: itype.h:857

References effective_dispersion(), flag_DISABLE_SIGHTS(), itype::gun, item::gunmods(), item::has_flag(), recoil, and item::type.

Referenced by aim_per_move().

◆ get_fatigue()

◆ get_fatigue_description()

std::pair< std::string, nc_color > Character::get_fatigue_description ( ) const

Definition at line 4391 of file character.cpp.

4392{
4393 int fatigue = get_fatigue();
4394 std::string fatigue_string;
4395 nc_color fatigue_color = c_white;
4397 fatigue_color = c_red;
4398 fatigue_string = _( "Exhausted" );
4399 } else if( fatigue > fatigue_levels::dead_tired ) {
4400 fatigue_color = c_light_red;
4401 fatigue_string = _( "Dead Tired" );
4402 } else if( fatigue > fatigue_levels::tired ) {
4403 fatigue_color = c_yellow;
4404 fatigue_string = _( "Tired" );
4405 }
4406 return std::make_pair( fatigue_string, fatigue_color );
4407}

References _, c_light_red, c_red, c_white, c_yellow, dead_tired, exhausted, fatigue, get_fatigue(), and tired.

Referenced by draw_health_classic(), draw_needs_compact(), draw_needs_labels(), draw_needs_narrow(), spell::energy_cur_string(), npc::faction_display(), and get_consume_needs_hint().

◆ get_free_bionics_slots()

int Character::get_free_bionics_slots ( const bodypart_id bp) const

Definition at line 2526 of file bionics.cpp.

2527{
2529}
int get_total_bionics_slots(const bodypart_id &bp) const
Definition: bionics.cpp:2521
int get_used_bionics_slots(const bodypart_id &bp) const
Definition: bionics.cpp:2493

References get_total_bionics_slots(), and get_used_bionics_slots().

Referenced by bionic_installation_issues(), and player::power_bionics().

◆ get_fuel_available()

std::vector< itype_id > Character::get_fuel_available ( const bionic_id bio) const

Return list of available fuel for this bionic.

Definition at line 2074 of file character.cpp.

2075{
2076 std::vector<itype_id> stored_fuels;
2077 for( const itype_id &fuel : bio->fuel_opts ) {
2078 const item tmp_fuel( fuel );
2079 if( !get_value( fuel.str() ).empty() || tmp_fuel.has_flag( flag_PERPETUAL ) ) {
2080 stored_fuels.emplace_back( fuel );
2081 }
2082 }
2083 return stored_fuels;
2084}
static const std::string flag_PERPETUAL("PERPETUAL")

References flag_PERPETUAL(), bionic_data::fuel_opts, Creature::get_value(), item::has_flag(), and string_id< T >::str().

Referenced by burn_fuel(), draw_bionics_titlebar(), passive_power_gen(), process_bionic(), and npc::recharge_cbm().

◆ get_fuel_capacity()

int Character::get_fuel_capacity ( const itype_id fuel) const

Return available space to store specified fuel.

Definition at line 2086 of file character.cpp.

2087{
2088 int amount_stored = 0;
2089 if( !get_value( fuel.str() ).empty() ) {
2090 amount_stored = std::stoi( get_value( fuel.str() ) );
2091 }
2092 int capacity = 0;
2093 for( const bionic_id &bid : get_bionics() ) {
2094 for( const itype_id &fl : bid->fuel_opts ) {
2095 if( get_value( bid.str() ).empty() || get_value( bid.str() ) == fl.str() ) {
2096 if( fl == fuel ) {
2097 capacity += bid->fuel_capacity;
2098 }
2099 }
2100 }
2101 }
2102 return capacity - amount_stored;
2103}

References get_bionics(), Creature::get_value(), and string_id< T >::str().

Referenced by fuel_bionic_with().

◆ get_fueled_bionics()

std::vector< bionic_id > Character::get_fueled_bionics ( ) const

Return bionic_id of fueled bionics.

Definition at line 1941 of file character.cpp.

1942{
1943 std::vector<bionic_id> bionics;
1944 for( const bionic_id &bid : get_bionics() ) {
1945 if( !bid->fuel_opts.empty() ) {
1946 bionics.emplace_back( bid );
1947 }
1948 }
1949 return bionics;
1950}

References get_bionics().

Referenced by npc::recharge_cbm(), and npc::wants_to_recharge_cbm().

◆ get_grammatical_genders()

std::vector< std::string > Character::get_grammatical_genders ( ) const
overridevirtual

Reimplemented from Creature.

Definition at line 6094 of file character.cpp.

6095{
6096 if( male ) {
6097 return { "m" };
6098 } else {
6099 return { "f" };
6100 }
6101}

References male.

Referenced by translate_gendered_line().

◆ get_healthy()

int Character::get_healthy ( ) const
virtual

◆ get_healthy_mod()

int Character::get_healthy_mod ( ) const
virtual

Definition at line 4140 of file character.cpp.

4141{
4142 return healthy_mod;
4143}

References healthy_mod.

Referenced by debug_menu::character_edit_menu(), player::process_one_effect(), suffer_from_radiation(), update_health(), and vomit().

◆ get_highest_category()

std::string Character::get_highest_category ( ) const

Returns the highest mutation category.

Returns the mutation category with the highest strength.

Definition at line 7963 of file character.cpp.

7964{
7965 int iLevel = 0;
7966 std::string sMaxCat;
7967
7968 for( const std::pair<const std::string, int> &elem : mutation_category_level ) {
7969 if( elem.second > iLevel ) {
7970 sMaxCat = elem.first;
7971 iLevel = elem.second;
7972 } else if( elem.second == iLevel ) {
7973 sMaxCat.clear(); // no category on ties
7974 }
7975 }
7976 return sMaxCat;
7977}
std::map< std::string, int > mutation_category_level
Definition: character.h:1785

References mutation_category_level.

Referenced by player::hardcoded_effects(), old_mutate(), map::player_in_field(), and test_crossing_threshold().

◆ get_hit_base()

float Character::get_hit_base ( ) const
overridevirtual
Dexterity increases hit base, slightly

Implements Creature.

Definition at line 5836 of file character.cpp.

5837{
5838 /** @EFFECT_DEX increases hit base, slightly */
5839 return get_dex() / 4.0f;
5840}

References get_dex().

Referenced by get_melee_hit_base().

◆ get_hit_weapon()

float Character::get_hit_weapon ( const item weap) const

Gets melee accuracy component from weapon+skills.

Unarmed improves hit chance for unarmed weapons Bashing improves hit chance for bashing weapons Cutting improves hit chance for cutting weapons Stabbing improves hit chance for piercing weapons Melee improves hit chance for all items (including non-weapons)

Definition at line 274 of file melee.cpp.

275{
276 /** @EFFECT_UNARMED improves hit chance for unarmed weapons */
277 /** @EFFECT_BASHING improves hit chance for bashing weapons */
278 /** @EFFECT_CUTTING improves hit chance for cutting weapons */
279 /** @EFFECT_STABBING improves hit chance for piercing weapons */
280 auto skill = get_skill_level( weap.melee_skill() );
281
282 // CQB bionic acts as a lower bound providing item uses a weapon skill
283 if( skill < BIO_CQB_LEVEL && has_active_bionic( bio_cqb ) ) {
284 skill = BIO_CQB_LEVEL;
285 }
286
287 /** @EFFECT_MELEE improves hit chance for all items (including non-weapons) */
288 return ( skill / 3.0f ) + ( get_skill_level( skill_melee ) / 2.0f ) + weap.type->m_to_hit;
289}

References bio_cqb, BIO_CQB_LEVEL, get_skill_level(), has_active_bionic(), itype::m_to_hit, item::melee_skill(), skill_melee, and item::type.

Referenced by item::effective_dps(), and get_melee_hit_base().

◆ get_hostile_creatures()

std::vector< Creature * > Character::get_hostile_creatures ( int  range) const

Get all hostile creatures currently visible to this player.

Definition at line 10223 of file character.cpp.

10224{
10225 return g->get_creatures_if( [this, range]( const Creature & critter ) -> bool {
10226 // Fixes circular distance range for ranged attacks
10227 float dist_to_creature = std::round( rl_dist_exact( pos(), critter.pos() ) );
10228 return this != &critter && pos() != critter.pos() && // TODO: get rid of fake npcs (pos() check)
10229 dist_to_creature <= range && critter.attitude_to( *this ) == A_HOSTILE
10230 && sees( critter );
10231 } );
10232}
virtual Attitude attitude_to(const Creature &other) const =0
Attitude (of this creature) towards another creature.
float rl_dist_exact(const tripoint &loc1, const tripoint &loc2)
Definition: line.cpp:292

References Creature::A_HOSTILE, Creature::attitude_to(), g, Creature::pos(), pos(), rl_dist_exact(), and sees().

◆ get_hunger_description()

std::pair< std::string, nc_color > Character::get_hunger_description ( ) const

Definition at line 4356 of file character.cpp.

4357{
4358 int total_kcal = stored_calories + stomach.get_calories();
4359 int max_kcal = max_stored_kcal();
4360 float days_left = static_cast<float>( total_kcal ) / bmr();
4361 float days_max = static_cast<float>( max_kcal ) / bmr();
4362 std::string hunger_string;
4363 nc_color hunger_color = c_white;
4364 if( days_left >= days_max ) {
4365 hunger_string = _( "Engorged" );
4366 hunger_color = c_green;
4367 } else if( days_max - days_left < 0.5f ) {
4368 hunger_string = _( "Sated" );
4369 hunger_color = c_green;
4370 } else if( days_max - days_left < 1.0f ) {
4371 hunger_string = _( "Hungry" );
4372 hunger_color = c_yellow;
4373 } else if( days_max / days_left < 2.0f ) {
4374 hunger_string = _( "Very Hungry" );
4375 hunger_color = c_yellow;
4376 } else if( days_left > 1 ) {
4377 hunger_string = _( "Famished" );
4378 hunger_color = c_light_red;
4379 } else {
4380 hunger_string = _( "Starving" );
4381 hunger_color = c_red;
4382 }
4383
4384 if( has_trait( trait_SELFAWARE ) ) {
4385 hunger_string = string_format( "%d kcal", total_kcal );
4386 }
4387
4388 return std::make_pair( hunger_string, hunger_color );
4389}
static const trait_id trait_SELFAWARE("SELFAWARE")

References _, bmr(), c_green, c_light_red, c_red, c_white, c_yellow, stomach_contents::get_calories(), has_trait(), max_stored_kcal(), stomach, stored_calories, string_format(), and trait_SELFAWARE.

Referenced by draw_health_classic(), draw_needs_compact(), draw_needs_labels(), draw_needs_narrow(), npc::faction_display(), and get_consume_needs_hint().

◆ get_int()

◆ get_int_base()

int Character::get_int_base ( ) const
virtual

Reimplemented in avatar.

Definition at line 4088 of file character.cpp.

4089{
4090 return int_max;
4091}

References int_max.

Referenced by enchantment::activate_passive(), draw_stats_tab(), get_int(), and avatar::get_int_base().

◆ get_int_bonus()

int Character::get_int_bonus ( ) const
virtual

Definition at line 4105 of file character.cpp.

4106{
4107 return int_bonus;
4108}

References int_bonus.

Referenced by reset_stats().

◆ get_item_position()

int Character::get_item_position ( const item it) const

Returns the item position (suitable for i_at or similar) of a specific item.

Returns INT_MIN if the item is not found. Note that this may lose some information, for example the returned position is the same when the given item points to the container and when it points to the item inside the container. All items that are part of the same stack have the same item position.

Definition at line 2405 of file character.cpp.

2406{
2407 if( weapon.has_item( *it ) ) {
2408 return -1;
2409 }
2410
2411 int p = 0;
2412 for( const auto &e : worn ) {
2413 if( e.has_item( *it ) ) {
2414 return worn_position_to_index( p );
2415 }
2416 p++;
2417 }
2418
2419 return inv.position_by_item( it );
2420}
static int worn_position_to_index(int position)
Definition: character.h:1137
int position_by_item(const item *it) const
Returns the item position of the stack that contains the given item (compared by pointers).
Definition: inventory.cpp:826
bool has_item(const item &it) const
Returns true if this visitable instance contains the item.
Definition: visitable.cpp:95

References visitable< T >::has_item(), inv, inventory::position_by_item(), weapon, worn, and worn_position_to_index().

Referenced by npc::alt_attack(), game::butcher(), iuse::chop_logs(), iuse::chop_tree(), chop_tree_activity(), convert_to_items(), damage_item(), iuse::fill_pit(), iuse::hacksaw(), iexamine::locked_object_pickable(), iuse::makemound(), item_location::impl::item_on_person::obtain(), iuse::pack_item(), iuse::play_game(), iuse::radglove(), iuse::stimpack(), salvage_actor::try_to_cut_up(), pick_lock_actor::use(), musical_instrument_actor::use(), repair_item_actor::use(), sew_advanced_actor::use(), and game::wield().

◆ get_kcal_percent()

◆ get_lowest_hp()

int Character::get_lowest_hp ( ) const

Definition at line 10346 of file character.cpp.

10347{
10348 // Set lowest_hp to an arbitrarily large number.
10349 int lowest_hp = 999;
10350 for( const std::pair<const bodypart_str_id, bodypart> &elem : get_body() ) {
10351 const int cur_hp = elem.second.get_hp_cur();
10352 if( cur_hp < lowest_hp ) {
10353 lowest_hp = cur_hp;
10354 }
10355 }
10356 return lowest_hp;
10357}

References Creature::get_body().

Referenced by debug_menu::character_edit_menu().

◆ get_max_healthy()

int Character::get_max_healthy ( ) const

Definition at line 4538 of file character.cpp.

4539{
4540 return 200;
4541}

Referenced by update_health().

◆ get_max_power_level()

◆ get_melee_hit_base()

float Character::get_melee_hit_base ( ) const

Returns weapon skill.

Definition at line 291 of file melee.cpp.

292{
293 // Character::get_hit_base includes stat calculations already
295}
const item & used_weapon() const
Returns a reference to the item which will be used to make attacks.
Definition: melee.cpp:135
float get_hit_weapon(const item &weap) const
Gets melee accuracy component from weapon+skills.
Definition: melee.cpp:274
float get_hit_base() const override
Definition: character.cpp:5836
float mabuff_tohit_bonus() const
Returns the to hit bonus from martial arts buffs.

References get_hit_base(), get_hit_weapon(), mabuff_tohit_bonus(), and used_weapon().

Referenced by draw_stats_info(), hit_roll(), and set_stats().

◆ get_miss_reason()

std::string Character::get_miss_reason ( )

Returns an explanation for why the player would miss a melee attack.

Definition at line 329 of file melee.cpp.

330{
331 // everything that lowers accuracy in player::hit_roll()
332 // adding it in hit_roll() might not be safe if it's called multiple times
333 // in one turn
335 _( "Your torso encumbrance throws you off-balance." ),
336 roll_remainder( encumb( bp_torso ) / 10.0 ) );
337 const int farsightedness = 2 * ( has_trait( trait_HYPEROPIC ) &&
338 !worn_with_flag( "FIX_FARSIGHT" ) &&
341 _( "You can't hit reliably due to your farsightedness." ),
342 farsightedness );
343
344 const std::string *const reason = melee_miss_reasons.pick();
345 if( reason == nullptr ) {
346 return std::string();
347 }
348 return *reason;
349}
void add_miss_reason(const std::string &reason, unsigned int weight)
Adds a reason for why the player would miss a melee attack.
Definition: melee.cpp:318
static const efftype_id effect_contacts("contacts")
static const trait_id trait_HYPEROPIC("HYPEROPIC")

References _, add_miss_reason(), bp_torso, effect_contacts, encumb(), Creature::has_effect(), has_trait(), melee_miss_reasons, roll_remainder(), trait_HYPEROPIC, and worn_with_flag().

Referenced by melee_attack().

◆ get_mod()

int Character::get_mod ( const trait_id mut,
const std::string &  arg 
) const
private

Retrieves a stat mod of a mutation.

Definition at line 195 of file mutation.cpp.

196{
197 auto &mod_data = mut->mods;
198 int ret = 0;
199 auto found = mod_data.find( std::make_pair( false, arg ) );
200 if( found != mod_data.end() ) {
201 ret += found->second;
202 }
203 return ret;
204}
detail::named_arg< Char, T > arg(const Char *name, const T &arg)
\rst Returns a named argument to be used in a formatting function.
Definition: fmtlib_core.h:1860
std::unordered_map< std::pair< bool, std::string >, int, cata::tuple_hash > mods
Key pair is <active: bool, mod type: "STR">
Definition: mutation.h:292

References arg(), mutation_branch::mods, and cata::hash64_detail::ret.

Referenced by apply_mods().

◆ get_mod_stat_from_bionic()

int Character::get_mod_stat_from_bionic ( const character_stat Stat) const

Get stat bonus from bionic.

Definition at line 2167 of file character.cpp.

2168{
2169 int ret = 0;
2170 for( const bionic_id &bid : get_bionics() ) {
2171 const auto St_bn = bid->stat_bonus.find( Stat );
2172 if( St_bn != bid->stat_bonus.end() ) {
2173 ret += St_bn->second;
2174 }
2175 }
2176 return ret;
2177}

References get_bionics(), and cata::hash64_detail::ret.

Referenced by reset_stats().

◆ get_morale()

int Character::get_morale ( const morale_type type) const

Definition at line 9100 of file character.cpp.

9101{
9102 return morale->get( type );
9103}

References morale, and type.

◆ get_morale_level()

int Character::get_morale_level ( ) const

◆ get_most_accurate_sight()

int Character::get_most_accurate_sight ( const item gun) const

Definition at line 596 of file character.cpp.

597{
598 if( !gun.is_gun() ) {
599 return 0;
600 }
601
602 int limit = effective_dispersion( gun.type->gun->sight_dispersion );
603 for( const auto e : gun.gunmods() ) {
604 const islot_gunmod &mod = *e->type->gunmod;
605 if( mod.aim_speed >= 0 ) {
606 limit = std::min( limit, effective_dispersion( mod.sight_dispersion ) );
607 }
608 }
609
610 return limit;
611}

References effective_dispersion(), itype::gun, item::gunmods(), item::is_gun(), and item::type.

Referenced by npc::invalidate_range_cache(), and npc::method_of_attack().

◆ get_most_efficient_bionic()

bionic_id Character::get_most_efficient_bionic ( const std::vector< bionic_id > &  bids) const

Return bionic_id of bionic of most fuel efficient bionic.

Definition at line 1952 of file character.cpp.

1953{
1954 float temp_eff = 0;
1955 bionic_id bio( "null" );
1956 for( const bionic_id &bid : bids ) {
1957 if( bid->fuel_efficiency > temp_eff ) {
1958 temp_eff = bid->fuel_efficiency;
1959 bio = bid;
1960 }
1961 }
1962 return bio;
1963}

Referenced by fuel_bionic_with(), and get_acquirable_energy().

◆ get_movement_mode()

character_movemode Character::get_movement_mode ( ) const

Definition at line 1612 of file character.cpp.

1613{
1614 return move_mode;
1615}

References move_mode.

Referenced by cata_event_dispatch::avatar_moves().

◆ get_mutation_social_mods()

social_modifiers Character::get_mutation_social_mods ( ) const

Goes over all mutations, returning the sum of the social modifiers.

Definition at line 6662 of file character.cpp.

6663{
6664 social_modifiers mods;
6665 for( const mutation_branch *mut : cached_mutations ) {
6666 mods += mut->social_mods;
6667 }
6668
6669 return mods;
6670}

References cached_mutations.

Referenced by talk_trial::calc_chance().

◆ get_mutations()

std::vector< trait_id > Character::get_mutations ( bool  include_hidden = true) const

Get the idents of all traits/mutations.

Definition at line 2792 of file newcharacter.cpp.

2793{
2794 std::vector<trait_id> result;
2795 for( const std::pair<const trait_id, trait_data> &t : my_mutations ) {
2796 if( include_hidden || t.first.obj().player_display ) {
2797 result.push_back( t.first );
2798 }
2799 }
2800 for( const trait_id &ench_trait : enchantment_cache->get_mutations() ) {
2801 if( include_hidden || ench_trait->player_display ) {
2802 bool found = false;
2803 for( const trait_id &exist : result ) {
2804 if( exist == ench_trait ) {
2805 found = true;
2806 break;
2807 }
2808 }
2809 if( !found ) {
2810 result.push_back( ench_trait );
2811 }
2812 }
2813 }
2814 return result;
2815}

References enchantment_cache, and my_mutations.

Referenced by monster::attitude(), bodytemp_modifier_traits(), bodytemp_modifier_traits_floor(), can_eat(), can_install_cbm_on_bp(), can_use_heal_item(), can_wear(), check_and_recover_morale(), compute_default_effective_vitamins(), player::crafting_success_roll(), avatar::create(), crossed_threshold(), player::disp_info(), drench_mut_calc(), npc::form_opinion(), has_trait_flag(), is_category_allowed(), is_weak_to_water(), mod_healthy(), mut_cbm_encumb(), mutation_armor(), mutation_attacks(), item::mutations_from_wearing(), player::process_turn(), avatar::randomize(), reset_scenario(), roll_bash_damage(), roll_cut_damage(), roll_stab_damage(), set_description(), set_highest_cat_level(), set_profession(), sleep(), update_type_of_scent(), visible_mutations(), vitamin_rate(), and memorial_logger::write().

◆ get_name()

std::string Character::get_name ( ) const
overridevirtual

Implements Creature.

Definition at line 6089 of file character.cpp.

6090{
6091 return name;
6092}

References name.

Referenced by autodoc_internal(), debug_menu::character_edit_menu(), npc::die(), pour_into(), npc::set_omt_destination(), and game::vertical_move().

◆ get_next_auto_move_direction()

action_id Character::get_next_auto_move_direction ( )

Definition at line 10509 of file character.cpp.

10510{
10511 if( !has_destination() ) {
10512 return ACTION_NULL;
10513 }
10514
10516 if( pos() != *next_expected_position ) {
10517 // We're off course, possibly stumbling or stuck, cancel auto move
10518 return ACTION_NULL;
10519 }
10520 }
10521
10522 next_expected_position.emplace( auto_move_route.front() );
10523 auto_move_route.erase( auto_move_route.begin() );
10524
10526
10527 // Make sure the direction is just one step and that
10528 // all diagonal moves have 0 z component
10529 if( std::abs( dp.x ) > 1 || std::abs( dp.y ) > 1 || std::abs( dp.z ) > 1 ||
10530 ( std::abs( dp.z ) != 0 && ( std::abs( dp.x ) != 0 || std::abs( dp.y ) != 0 ) ) ) {
10531 // Should never happen, but check just in case
10532 return ACTION_NULL;
10533 }
10535}
action_id get_movement_action_from_delta(const tripoint &d, const iso_rotate rot)
Translate coordinate delta into movement action.
Definition: action.cpp:478
@ ACTION_NULL
Invalid action used for various lookup errors.
Definition: action.h:24
int y
Definition: point.h:151
int z
Definition: point.h:152
int x
Definition: point.h:150

References ACTION_NULL, auto_move_route, get_movement_action_from_delta(), has_destination(), next_expected_position, pos(), tripoint::x, tripoint::y, yes, and tripoint::z.

Referenced by game::handle_action(), and game::try_get_left_click_action().

◆ get_overlay_ids()

std::vector< std::string > Character::get_overlay_ids ( ) const

Returns a list of the IDs of overlays on this character, sorted from "lowest" to "highest".

Only required for rendering.

Definition at line 3272 of file character.cpp.

3273{
3274 std::vector<std::string> rval;
3275 std::multimap<int, std::string> mutation_sorting;
3276 int order;
3277 std::string overlay_id;
3278
3279 // first get effects
3280 for( const auto &eff_pr : *effects ) {
3281 if( !eff_pr.second.begin()->second.is_removed() ) {
3282 rval.push_back( "effect_" + eff_pr.first.str() );
3283 }
3284 }
3285
3286 // then get mutations
3287 for( const std::pair<const trait_id, trait_data> &mut : my_mutations ) {
3288 overlay_id = ( mut.second.powered ? "active_" : "" ) + mut.first.str();
3289 order = get_overlay_order_of_mutation( overlay_id );
3290 mutation_sorting.insert( std::pair<int, std::string>( order, overlay_id ) );
3291 }
3292
3293 // then get bionics
3294 for( const bionic &bio : *my_bionics ) {
3295 overlay_id = ( bio.powered ? "active_" : "" ) + bio.id.str();
3296 order = get_overlay_order_of_mutation( overlay_id );
3297 mutation_sorting.insert( std::pair<int, std::string>( order, overlay_id ) );
3298 }
3299
3300 for( auto &mutorder : mutation_sorting ) {
3301 rval.push_back( "mutation_" + mutorder.second );
3302 }
3303
3304 // next clothing
3305 // TODO: worry about correct order of clothing overlays
3306 for( const item &worn_item : worn ) {
3307 rval.push_back( "worn_" + worn_item.typeId().str() );
3308 }
3309
3310 // last weapon
3311 // TODO: might there be clothing that covers the weapon?
3312 if( is_armed() ) {
3313 rval.push_back( "wielded_" + weapon.typeId().str() );
3314 }
3315
3316 if( move_mode != CMM_WALK ) {
3317 rval.push_back( io::enum_to_string( move_mode ) );
3318 }
3319 return rval;
3320}
bool is_armed() const
Returns true if the character is wielding something.
Definition: melee.cpp:145
std::string enum_to_string(E)
int get_overlay_order_of_mutation(const std::string &mutation_id_string)

References CMM_WALK, Creature::effects, io::enum_to_string(), get_overlay_order_of_mutation(), is_armed(), move_mode, my_bionics, my_mutations, string_id< T >::str(), item::typeId(), weapon, and worn.

◆ get_pain_description()

std::pair< std::string, nc_color > Character::get_pain_description ( ) const
overridevirtual

Reimplemented from Creature.

Definition at line 4460 of file character.cpp.

4461{
4462 const std::pair<std::string, nc_color> pain = Creature::get_pain_description();
4463 nc_color pain_color = pain.second;
4464 std::string pain_string;
4465 // get pain color
4466 if( get_perceived_pain() >= 60 ) {
4467 pain_color = c_red;
4468 } else if( get_perceived_pain() >= 40 ) {
4469 pain_color = c_light_red;
4470 }
4471 // get pain string
4473 get_perceived_pain() > 0 ) {
4474 pain_string = string_format( "%s %d", _( "Pain " ), get_perceived_pain() );
4475 } else if( get_perceived_pain() > 0 ) {
4476 pain_string = pain.first;
4477 }
4478 return std::make_pair( pain_string, pain_color );
4479}
static const efftype_id effect_got_checked("got_checked")
virtual std::pair< std::string, nc_color > get_pain_description() const
Definition: creature.cpp:1373
int pain
Definition: creature.h:888

References _, c_light_red, c_red, effect_got_checked, Creature::get_pain_description(), Creature::get_perceived_pain(), Creature::has_effect(), has_trait(), Creature::pain, string_format(), and trait_SELFAWARE.

Referenced by draw_health_classic(), draw_needs_compact(), draw_needs_labels(), draw_needs_narrow(), and get_consume_needs_hint().

◆ get_painkiller()

◆ get_path_avoid()

std::set< tripoint > Character::get_path_avoid ( ) const
overridevirtual

Returns a set of points we do not want to path through.

Implements Creature.

Reimplemented in npc.

Definition at line 9939 of file character.cpp.

9940{
9941 std::set<tripoint> ret;
9942 for( npc &guy : g->all_npcs() ) {
9943 if( sees( guy ) ) {
9944 ret.insert( guy.pos() );
9945 }
9946 }
9947
9948 // TODO: Add known traps in a way that doesn't destroy performance
9949
9950 return ret;
9951}

References g, cata::hash64_detail::ret, and sees().

Referenced by activity_on_turn_move_loot(), can_mount(), game::handle_action(), game::list_items(), game::look_around(), perform_zone_activity_turn(), route_adjacent(), activity_handlers::travel_do_turn(), and game::try_get_left_click_action().

◆ get_pathfinding_settings()

const pathfinding_settings & Character::get_pathfinding_settings ( ) const
overridevirtual

◆ get_per()

◆ get_per_base()

int Character::get_per_base ( ) const
virtual

Reimplemented in avatar.

Definition at line 4084 of file character.cpp.

4085{
4086 return per_max;
4087}

References per_max.

Referenced by enchantment::activate_passive(), draw_stats_tab(), get_per(), and avatar::get_per_base().

◆ get_per_bonus()

int Character::get_per_bonus ( ) const
virtual

Definition at line 4101 of file character.cpp.

4102{
4103 return per_bonus;
4104}

References per_bonus.

Referenced by reset_stats().

◆ get_power_level()

◆ get_rad()

◆ get_remote_fueled_bionic()

bionic_id Character::get_remote_fueled_bionic ( ) const

Returns bionic_id of first remote fueled bionic found.

Definition at line 1900 of file character.cpp.

1901{
1902 for( const bionic_id &bid : get_bionics() ) {
1903 if( bid->is_remote_fueled ) {
1904 return bid;
1905 }
1906 }
1907 return bionic_id();
1908}

References bionic_id, and get_bionics().

Referenced by iuse::cable_attach(), and iuse::solarpack().

◆ get_shout_volume()

int Character::get_shout_volume ( ) const
Strength increases shouting volume

Definition at line 7679 of file character.cpp.

7680{
7681 int base = 10;
7682 int shout_multiplier = 2;
7683
7684 // Mutations make shouting louder, they also define the default message
7685 if( has_trait( trait_SHOUT3 ) ) {
7686 shout_multiplier = 4;
7687 base = 20;
7688 } else if( has_trait( trait_SHOUT2 ) ) {
7689 base = 15;
7690 shout_multiplier = 3;
7691 }
7692
7693 // You can't shout without your face
7694 if( has_trait( trait_PROF_FOODP ) && !( is_wearing( itype_id( "foodperson_mask" ) ) ||
7695 is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
7696 base = 0;
7697 shout_multiplier = 0;
7698 }
7699
7700 // Masks and such dampen the sound
7701 // Balanced around whisper for wearing bondage mask
7702 // and noise ~= 10 (door smashing) for wearing dust mask for character with strength = 8
7703 /** @EFFECT_STR increases shouting volume */
7704 const int penalty = encumb( bp_mouth ) * 3 / 2;
7705 int noise = base + str_cur * shout_multiplier - penalty;
7706
7707 // Minimum noise volume possible after all reductions.
7708 // Volume 1 can't be heard even by player
7709 constexpr int minimum_noise = 2;
7710
7711 if( noise <= base ) {
7712 noise = std::max( minimum_noise, noise );
7713 }
7714
7715 // Screaming underwater is not good for oxygen and harder to do overall
7716 if( underwater ) {
7717 noise = std::max( minimum_noise, noise / 2 );
7718 }
7719 return noise;
7720}
static const trait_id trait_SHOUT2("SHOUT2")
static const trait_id trait_SHOUT3("SHOUT3")
bool underwater
Definition: creature.h:570

References bp_mouth, encumb(), has_trait(), is_wearing(), itype_id, noise, str_cur, trait_PROF_FOODP, trait_SHOUT2, trait_SHOUT3, and Creature::underwater.

Referenced by npc::say(), shout(), and activity_handlers::spellcasting_finish().

◆ get_size()

◆ get_skill_level() [1/2]

int Character::get_skill_level ( const skill_id ident) const

Definition at line 3337 of file character.cpp.

3338{
3339 return _skills->get_skill_level( ident );
3340}

References _skills.

Referenced by npc::address_needs(), aim_speed_skill_modifier(), apply_skill_boost(), iexamine::arcfurnace_empty(), attack_cost(), player::avoid_trap(), mattack::bio_op_disarm(), bionics_pl_skill(), block_hit(), ranged::burst_penalty(), activity_handlers::butcher_finish(), calc_skill_training_time(), veh_utils::calc_xp_gain(), character_martial_arts::can_arm_block(), player::can_autolearn(), can_estimate_rot(), character_martial_arts::can_leg_block(), can_mount(), npc::can_read(), enzlave_actor::can_use(), caravan_price(), activity_handlers::chop_planks_finish(), item::color_in_inventory(), companion_combat_rank(), companion_industry_rank(), companion_survival_rank(), complete_craft(), player::complete_disassemble(), player::crafting_success_roll(), crit_chance(), iuse::crowbar(), salvage_actor::cut_up(), mattack::dermatik(), trap::detect_trap(), player::disarm(), avatar::do_read(), iuse::einktabletpc(), enumerate_unmet_requirements(), player::estimate_effect_dur(), spell::exp_modifier(), map_data_common_t::extended_description(), npc::faction_display(), player::fall_damage_mod(), farm_action(), game::find_or_make_stairs(), npc::finish_read(), activity_handlers::fish_do_turn(), iuse::fish_trap(), fungal_effects::fungalize(), player::get_available_recipes(), item::get_available_recipes(), heal_actor::get_bandaged_level(), avatar::get_book_reader(), heal_actor::get_disinfected_level(), get_dodge_base(), get_encumbrance_description(), heal_actor::get_heal_value(), get_hit_weapon(), player::get_melee(), player_activity::get_progress_message(), player::get_weapon_dispersion(), iuse::gun_repair(), player::gun_value(), player::gunmod_installation_odds(), computer_session::hack_attempt(), hack_level(), hackveh(), handle_melee_wear(), hardcoded_mutation_attack(), harvest_common(), iexamine::harvest_plant(), has_skill_for_vehicle_work(), ma_requirements::is_valid_character(), player::item_reload_cost(), item_store_cost(), ma_style_callback::key(), iexamine::kiln_empty(), activity_handlers::lockpicking_finish(), melee_attack(), player::mend_item(), iuse::mind_splicer(), player::morale_crafting_speed_multiplier(), iuse::multicooker(), mutation_attacks(), npc_trading::net_price_adjustment(), game::npc_menu(), player::on_dodge(), item::on_wield(), iuse::pack_cbm(), pick_part_to_heal(), pick_plant(), vehicle::pldrive(), player::practice(), iexamine::practice_survival_while_foraging(), mattack::pull_metal_weapon(), activity_handlers::pulp_do_turn(), avatar::randomize(), player::rate_action_use(), player::reach_attack(), avatar::read(), recalc_hp(), repair_item_actor::repair(), repair_item_actor::repair_chance(), activity_handlers::repair_item_finish(), activity_handlers::robot_control_finish(), iuse::robotcontrol(), roll_bash_damage(), roll_cut_damage(), roll_stab_damage(), iexamine::safe(), scavenging_combat_skill(), set_description(), conditional_t< T >::set_has_skill(), set_skills(), map::shake_vehicle(), iexamine::shrub_wildveggies(), sinkhole_safety_roll(), skill_increment_cost(), npc::skills_offered_to(), smash(), read_inventory_preset::sort_compare(), spell::spell_fail(), player::start_craft(), talk_function::start_training(), suffer_from_schizophrenia(), survive_random_encounter(), swim_speed(), player::talk_skill(), iuse::tazer(), player::throw_item(), throw_range(), mattack::thrown_by_judo(), time_to_attack(), known_magic::time_to_learn_spell(), npc::time_to_read(), avatar::time_to_read(), activity_handlers::train_finish(), iexamine::tree_hickory(), place_monster_iuse::use(), firestarter_actor::use(), enzlave_actor::use(), heal_actor::use(), sew_advanced_actor::use(), npc::value(), game::vertical_move(), player::wield_contents(), and debug_menu::wishskill().

◆ get_skill_level() [2/2]

int Character::get_skill_level ( const skill_id ident,
const item context 
) const

Definition at line 3342 of file character.cpp.

3343{
3344 return _skills->get_skill_level( ident, context );
3345}

References _skills.

◆ get_skill_level_object() [1/2]

◆ get_skill_level_object() [2/2]

const SkillLevel & Character::get_skill_level_object ( const skill_id ident) const

Definition at line 3327 of file character.cpp.

3328{
3329 return _skills->get_skill_level_object( ident );
3330}

References _skills.

◆ get_sleep_deprivation()

int Character::get_sleep_deprivation ( ) const

◆ get_speed()

◆ get_stamina()

◆ get_stamina_max()

int Character::get_stamina_max ( ) const

◆ get_stashed_activity()

player_activity Character::get_stashed_activity ( ) const

Definition at line 968 of file character.cpp.

969{
971}

References stashed_outbounds_activity.

Referenced by npc::move().

◆ get_stim()

◆ get_stored_kcal()

◆ get_str()

◆ get_str_base()

int Character::get_str_base ( ) const
virtual

Reimplemented in avatar.

Definition at line 4076 of file character.cpp.

4077{
4078 return str_max;
4079}

References str_max.

Referenced by enchantment::activate_passive(), draw_stats_tab(), get_str(), and avatar::get_str_base().

◆ get_str_bonus()

int Character::get_str_bonus ( ) const
virtual

Definition at line 4093 of file character.cpp.

4094{
4095 return str_bonus;
4096}

References str_bonus.

Referenced by reset_stats().

◆ get_thirst()

◆ get_thirst_description()

std::pair< std::string, nc_color > Character::get_thirst_description ( ) const

Definition at line 4327 of file character.cpp.

4328{
4329 int thirst = get_thirst();
4330 std::string hydration_string;
4331 nc_color hydration_color = c_white;
4333 hydration_color = c_light_red;
4334 hydration_string = _( "Parched" );
4335 } else if( thirst > thirst_levels::dehydrated ) {
4336 hydration_color = c_light_red;
4337 hydration_string = _( "Dehydrated" );
4338 } else if( thirst > thirst_levels::very_thirsty ) {
4339 hydration_color = c_yellow;
4340 hydration_string = _( "Very thirsty" );
4341 } else if( thirst > thirst_levels::thirsty ) {
4342 hydration_color = c_yellow;
4343 hydration_string = _( "Thirsty" );
4344 } else if( thirst > thirst_levels::slaked ) {
4345 // Nothing
4346 } else if( thirst > thirst_levels::hydrated ) {
4347 hydration_color = c_green;
4348 hydration_string = _( "Hydrated" );
4349 } else if( thirst > thirst_levels::turgid ) {
4350 hydration_color = c_green;
4351 hydration_string = _( "Turgid" );
4352 }
4353 return std::make_pair( hydration_string, hydration_color );
4354}

References _, c_green, c_light_red, c_white, c_yellow, dehydrated, get_thirst(), hydrated, parched, slaked, thirst, thirsty, turgid, and very_thirsty.

Referenced by draw_health_classic(), draw_needs_compact(), draw_needs_labels(), draw_needs_narrow(), npc::faction_display(), and get_consume_needs_hint().

◆ get_time_died()

time_point Character::get_time_died ( ) const
inline

return the calendar::turn the character expired

Definition at line 1466 of file character.h.

1466 {
1467 return time_died;
1468 }
time_point time_died
Definition: character.h:2171

References time_died.

◆ get_total_bionics_slots()

int Character::get_total_bionics_slots ( const bodypart_id bp) const

Definition at line 2521 of file bionics.cpp.

2522{
2523 return bp->bionic_slots();
2524}

Referenced by get_free_bionics_slots(), and player::power_bionics().

◆ get_total_fuel_capacity()

int Character::get_total_fuel_capacity ( const itype_id fuel) const

Return total space to store specified fuel.

Definition at line 2105 of file character.cpp.

2106{
2107 int capacity = 0;
2108 for( const bionic_id &bid : get_bionics() ) {
2109 for( const itype_id &fl : bid->fuel_opts ) {
2110 if( get_value( bid.str() ).empty() || get_value( bid.str() ) == fl.str() ) {
2111 if( fl == fuel ) {
2112 capacity += bid->fuel_capacity;
2113 }
2114 }
2115 }
2116 }
2117 return capacity;
2118}

References get_bionics(), Creature::get_value(), and string_id< T >::str().

Referenced by draw_bionics_titlebar().

◆ get_type_of_scent()

scenttype_id Character::get_type_of_scent ( ) const

Definition at line 8752 of file character.cpp.

8753{
8754 return type_of_scent;
8755}
scenttype_id type_of_scent
Definition: character.h:2253

References type_of_scent.

Referenced by game::do_turn(), update_type_of_scent(), and change_scent_iuse::use().

◆ get_used_bionics_slots()

int Character::get_used_bionics_slots ( const bodypart_id bp) const

Definition at line 2493 of file bionics.cpp.

2494{
2495 int used_slots = 0;
2496 for( const bionic_id &bid : get_bionics() ) {
2497 auto search = bid->occupied_bodyparts.find( bp.id() );
2498 if( search != bid->occupied_bodyparts.end() ) {
2499 used_slots += search->second;
2500 }
2501 }
2502
2503 return used_slots;
2504}
static bool search(const ui_adaptor &om_ui, tripoint_abs_omt &curs, const tripoint_abs_omt &orig)

References get_bionics(), int_id< T >::id(), and overmap_ui::search().

Referenced by get_free_bionics_slots().

◆ get_visible_creatures()

std::vector< Creature * > Character::get_visible_creatures ( int  range) const

Returns all creatures that this player can see and that are in the given range.

This player object itself is never included. The player character (g->u) is checked and might be included (if applicable).

Parameters
rangeThe maximal distance (rl_dist), creatures at this distance or less are included.

Definition at line 10215 of file character.cpp.

10216{
10217 return g->get_creatures_if( [this, range]( const Creature & critter ) -> bool {
10218 return this != &critter && pos() != critter.pos() && // TODO: get rid of fake npcs (pos() check)
10219 rl_dist( pos(), critter.pos() ) <= range && sees( critter );
10220 } );
10221}

References g, Creature::pos(), pos(), rl_dist(), and sees().

Referenced by game::is_hostile_within(), game::list_items_monsters(), and game::mon_info_update().

◆ get_vision_modes()

const std::bitset< NUM_VISION_MODES > & Character::get_vision_modes ( ) const
inline

Definition at line 1551 of file character.h.

1551 {
1552 return vision_mode_cache;
1553 }

References vision_mode_cache.

◆ get_vision_threshold()

float Character::get_vision_threshold ( float  light_level) const

Returns the apparent light level at which the player can see.

This is adjusted by the light level at the character's position to simulate glare, etc, night vision only works if you are in the dark.

Definition at line 1807 of file character.cpp.

1808{
1810 // Debug vision always works with absurdly little light.
1811 return 0.01;
1812 }
1813
1814 // As light_level goes from LIGHT_AMBIENT_MINIMAL to LIGHT_AMBIENT_LIT,
1815 // dimming goes from 1.0 to 2.0.
1816 const float dimming_from_light = 1.0 + ( ( static_cast<float>( light_level ) -
1819
1820 // -1 because SOME math was changed from LIGHT_AMBIENT_MINIMAL to LIGHT_AMBIENT_LOW
1821 // but kept in other places.
1822 // *_LOW is the one actually used in math, *_MINIMAL is arbitrary.
1823 // TODO: Correct test cases and drop the ugliness
1824
1825 // This guarantees at least 1 tile of range
1826 static const float threshold_cap = vision::threshold_for_nv_range( 1 - 1 ) * LIGHT_AMBIENT_LOW /
1828
1829 return std::min( {static_cast<float>( LIGHT_AMBIENT_LOW ),
1830 vision::threshold_for_nv_range( nv_range - 1 ) * dimming_from_light,
1831 threshold_cap} );
1832}
@ DEBUG_NIGHTVISION
Definition: character.h:83
float nv_range
Definition: character.h:2166
static constexpr float LIGHT_AMBIENT_MINIMAL
Definition: lightmap.h:12
static constexpr float LIGHT_AMBIENT_LOW
Definition: lightmap.h:14
static constexpr float LIGHT_AMBIENT_LIT
Definition: lightmap.h:18
float threshold_for_nv_range(float range)
Returns the light level that darkness will have at this range from player.
Definition: character.cpp:1787

References DEBUG_NIGHTVISION, LIGHT_AMBIENT_LIT, LIGHT_AMBIENT_LOW, LIGHT_AMBIENT_MINIMAL, nv_range, vision::threshold_for_nv_range(), and vision_mode_cache.

Referenced by sight_range().

◆ get_weight()

units::mass Character::get_weight ( ) const
overridevirtual

Returns body weight plus weight of inventory and worn/wielded items.

Implements Creature.

Definition at line 3645 of file character.cpp.

3646{
3647 units::mass ret = 0_gram;
3648 units::mass wornWeight = std::accumulate( worn.begin(), worn.end(), 0_gram,
3649 []( units::mass sum, const item & itm ) {
3650 return sum + itm.weight();
3651 } );
3652
3653 ret += bodyweight(); // The base weight of the player's body
3654 ret += inv.weight(); // Weight of the stored inventory
3655 ret += wornWeight; // Weight of worn items
3656 ret += weapon.weight(); // Weight of wielded item
3657 ret += bionics_weight(); // Weight of installed bionics
3658 return ret;
3659}
units::mass bionics_weight() const
Definition: character.cpp:6862
units::mass bodyweight() const
Definition: character.cpp:6857
units::mass weight() const
Definition: inventory.cpp:994

References bionics_weight(), bodyweight(), inv, cata::hash64_detail::ret, weapon, inventory::weight(), item::weight(), and worn.

Referenced by vehicle::calc_mass_center(), can_mount(), npc::move_to(), swim_speed(), weigh_self_actor::use(), and game::walk_move().

◆ get_weight_string()

std::string Character::get_weight_string ( ) const

Definition at line 4531 of file character.cpp.

4532{
4533 double weight = convert_weight( bodyweight() );
4534 int display_weight = static_cast<int>( std::round( weight ) );
4535 return std::to_string( display_weight ) + " " + weight_units();
4536}
const char * weight_units()
Create a units label for a weight value.
double convert_weight(const units::mass &weight)
Convert weight in grams to units defined by user (kg or lbs)

References bodyweight(), convert_weight(), to_string(), and weight_units().

◆ get_working_arm_count()

int Character::get_working_arm_count ( ) const

Returns the number of functioning arms.

Definition at line 1282 of file character.cpp.

1283{
1285 return 0;
1286 }
1287
1288 int limb_count = 0;
1289 if( !is_limb_disabled( bodypart_id( "arm_l" ) ) ) {
1290 limb_count++;
1291 }
1292 if( !is_limb_disabled( bodypart_id( "arm_r" ) ) ) {
1293 limb_count++;
1294 }
1295 if( has_bionic( bio_blaster ) && limb_count > 0 ) {
1296 limb_count--;
1297 }
1298
1299 return limb_count;
1300}
static const bionic_id bio_blaster("bio_blaster")
bool is_limb_disabled(const bodypart_id &limb) const
Returns true if the limb is disabled(12.5% or less hp)
Definition: character.cpp:1315

References bio_blaster, has_active_mutation(), has_bionic(), is_limb_disabled(), and trait_SHELL2.

Referenced by player::can_wield(), has_two_arms(), melee_attack(), and avatar_action::plthrow().

◆ get_working_leg_count()

int Character::get_working_leg_count ( ) const

Returns the number of functioning legs.

Definition at line 1303 of file character.cpp.

1304{
1305 int limb_count = 0;
1306 if( !is_limb_broken( bodypart_id( "leg_l" ) ) ) {
1307 limb_count++;
1308 }
1309 if( !is_limb_broken( bodypart_id( "leg_r" ) ) ) {
1310 limb_count++;
1311 }
1312 return limb_count;
1313}

References is_limb_broken().

Referenced by character_martial_arts::can_leg_block(), can_run(), is_on_ground(), and avatar::set_movement_mode().

◆ getID()

character_id Character::getID ( ) const

Definition at line 472 of file character.cpp.

473{
474 return this->id;
475}

References id.

Referenced by add_addiction(), item::already_used_by_player(), talk_effect_t::apply(), apply_damage(), iuse::artifact(), mission::assign(), talk_function::assign_camp(), vehicle::assign_seat(), best_installer(), bionics_install_failure(), map::board_vehicle(), veh_interact::calc_overview(), debug_menu::character_edit_menu(), check_needs_extremes(), talk_function::clear_mission(), game::critter_by_id(), iuse::crowbar(), mattack::dermatik(), monster::die(), npc::die(), avatar::do_read(), npc::execute_action(), dig_activity_actor::finish(), hacking_activity_actor::finish(), npc::finish_read(), player::fire_gun(), talk_function::follow(), item::get_remaining_chapters(), player::hardcoded_effects(), heal(), talk_function::hostile(), hurtall(), npc::is_ally(), item_location::impl::item_on_person::item_on_person(), talk_function::leave(), avatar::load(), game::load(), npc::load_npc_template(), item::mark_as_used_by_player(), item::mark_chapter_as_read(), iuse::marloss(), marloss_common(), iuse::marloss_gel(), iuse::marloss_seed(), mend(), iuse::mininuke(), mount_creature(), mutagen_common_checks(), mutate_towards(), npc::mutiny(), iuse::mycus(), iuse::note_bionics(), kill_tracker::notify(), talk_function::npc_die(), mattack::nurse_operate(), mission::on_creature_death(), perform_install(), perform_uninstall(), npc::randomize(), avatar::read(), npc::regen_ai_cache(), rem_addiction(), Creature::remove_effect(), game::reset_npc_dispositions(), map::rotate(), talk_effect_fun_t::set_add_mission(), vehicle_part::set_crew(), npc::set_fac(), npc::set_known_to_u(), npc::setpos(), game::start_game(), npc::start_read(), talk_function::start_training(), talk_function::stop_guard(), player::store(), survive_random_encounter(), npc::talk_to_u(), teleport::teleport(), test_crossing_threshold(), player::throw_item(), activity_handlers::train_finish(), npc::travel_overmap(), game::validate_npc_followers(), vomit(), and wake_up().

◆ gibType()

field_type_id Character::gibType ( ) const
overridevirtual

Implements Creature.

Definition at line 493 of file character.cpp.

494{
495 return fd_gibs_flesh;
496}
field_type_id fd_gibs_flesh
Definition: field_type.cpp:338

References fd_gibs_flesh.

◆ global_omt_location()

tripoint_abs_omt Character::global_omt_location ( ) const

Returns the location of the player in global overmap terrain coordinates.

Definition at line 6330 of file character.cpp.

6331{
6332 // TODO: fix point types
6334}
virtual tripoint global_square_location() const
Global position, expressed in map square coordinate system (the most detailed coordinate system),...
Definition: character.cpp:6320
point ms_to_omt_copy(const point &p)
coords::coord_point< tripoint, coords::origin::abs, coords::omt > tripoint_abs_omt
Definition: coordinates.h:493

References global_square_location(), and ms_to_omt_copy().

Referenced by talk_function::abandon_camp(), computer_session::action_map_sewer(), computer_session::action_map_subway(), computer_session::action_maps(), activate_bionic(), activate_mutation(), apply_persistent_morale(), iuse::artifact(), talk_function::assign_camp(), talk_function::basecamp_mission(), burn_fuel(), talk_function::caravan_dist(), ui::omap::choose_point(), talk_function::companion_choose_return(), talk_function::companion_list(), talk_function::companion_mission(), npc::consume_food_from_camp(), mission_start::create_hidden_lab_console(), mission_start::create_ice_lab_console(), mission_start::create_lab_console(), game::disp_NPCs(), item::display_name(), ui::omap::display_visible_weather(), ui::omap::display_weather(), game::do_turn(), overmap_ui::draw_ascii(), draw_env_compact(), draw_loc_labels(), draw_location_classic(), game::draw_minimap(), draw_minimap(), basecamp::faction_display(), npc::faction_display(), talk_function::field_build_1(), talk_function::field_build_2(), talk_function::field_harvest(), mission_start::find_safety(), overmapbuffer::fix_npcs(), get_basecamp(), get_mission_om_origin(), overmapbuffer::get_npcs_near_omt(), overmapbuffer::get_npcs_near_player(), overmap_ui::get_overmap_path_to(), npc::go_to_omt_destination(), talk_function::goto_location(), npc::guard_current_pos(), talk_function::individual_mission(), mission_start::kill_horde_master(), game::list_missions(), spell_effect::map_area(), trapfunc::map_regen(), npc::move(), overmap_los(), passive_power_gen(), game::perhaps_add_random_npc(), mission_start::place_deposit_box(), mission_start::place_npc_software(), player::process_turn(), npc::reach_omt_destination(), talk_function::recover_camp(), teleporter_callback::refresh(), npc::regen_ai_cache(), render_wind(), game::reset_npc_dispositions(), reveal_destination(), mission_start::reveal_lab_train_depot(), mission_util::reveal_om_ter(), conditional_t< T >::set_at_om_location(), npc::set_companion_mission(), npc::set_omt_destination(), talk_function::start_camp(), game::start_game(), activity_handlers::travel_do_turn(), npc::travel_overmap(), activity_handlers::tree_communion_do_turn(), update_bodytemp(), game::update_overmap_seen(), reveal_map_actor::use(), game::vertical_notes(), iuse::weather_tool(), npc::within_boundaries_of_camp(), and game::zones_manager().

◆ global_sm_location()

tripoint Character::global_sm_location ( ) const

◆ global_square_location()

tripoint Character::global_square_location ( ) const
virtual

Global position, expressed in map square coordinate system (the most detailed coordinate system), used by the map.

Reimplemented in npc.

Definition at line 6320 of file character.cpp.

6321{
6322 return get_map().getabs( position );
6323}
tripoint position
Definition: character.h:2114

References get_map(), map::getabs(), and position.

Referenced by global_omt_location(), and global_sm_location().

◆ handle_melee_wear()

bool Character::handle_melee_wear ( item shield,
float  wear_multiplier = 1.0f 
)

Calculates melee weapon wear-and-tear through use, returns true if item is destroyed.

Dexterity reduces chance of damaging your melee weapon Strength increases chance of damaging your melee weapon (NEGATIVE) Melee reduces chance of damaging your melee weapon

Definition at line 156 of file melee.cpp.

157{
158 if( wear_multiplier <= 0.0f ) {
159 return false;
160 }
161 // Here is where we handle wear and tear on things we use as melee weapons or shields.
162 if( shield.is_null() ) {
163 return false;
164 }
165
166 // UNBREAKABLE_MELEE items can't be damaged through melee combat usage.
167 if( shield.has_flag( "UNBREAKABLE_MELEE" ) ) {
168 return false;
169 }
170
171 /** @EFFECT_DEX reduces chance of damaging your melee weapon */
172
173 /** @EFFECT_STR increases chance of damaging your melee weapon (NEGATIVE) */
174
175 /** @EFFECT_MELEE reduces chance of damaging your melee weapon */
176 const float stat_factor = dex_cur / 2.0f
178 + ( 64.0f / std::max( str_cur, 4 ) );
179
180 float material_factor;
181
182 itype_id weak_comp;
183 itype_id big_comp = itype_id::NULL_ID();
184 // Fragile items that fall apart easily when used as a weapon due to poor construction quality
185 if( shield.has_flag( "FRAGILE_MELEE" ) ) {
186 const float fragile_factor = 6;
187 int weak_chip = INT_MAX;
188 units::volume big_vol = 0_ml;
189
190 // Items that should have no bearing on durability
191 const std::set<itype_id> blacklist = { itype_rag, itype_leather, itype_fur };
192
193 for( auto &comp : shield.components ) {
194 if( blacklist.count( comp.typeId() ) <= 0 ) {
195 if( weak_chip > comp.chip_resistance() ) {
196 weak_chip = comp.chip_resistance();
197 weak_comp = comp.typeId();
198 }
199 }
200 if( comp.volume() > big_vol ) {
201 big_vol = comp.volume();
202 big_comp = comp.typeId();
203 }
204 }
205 material_factor = ( weak_chip < INT_MAX ? weak_chip : shield.chip_resistance() ) / fragile_factor;
206 } else {
207 material_factor = shield.chip_resistance();
208 }
209 int damage_chance = static_cast<int>( stat_factor * material_factor / wear_multiplier );
210 // DURABLE_MELEE items are made to hit stuff and they do it well, so they're considered to be a lot tougher
211 // than other weapons made of the same materials.
212 if( shield.has_flag( "DURABLE_MELEE" ) ) {
213 damage_chance *= 4;
214 }
215
216 if( damage_chance > 0 && !one_in( damage_chance ) ) {
217 return false;
218 }
219
220 auto str = shield.tname(); // save name before we apply damage
221
222 if( !shield.inc_damage() ) {
223 add_msg_player_or_npc( m_bad, _( "Your %s is damaged by the force of the blow!" ),
224 _( "<npcname>'s %s is damaged by the force of the blow!" ),
225 str );
226 return false;
227 }
228
229 // Dump its contents on the ground
230 // Destroy irremovable mods, if any
231
232 for( auto mod : shield.gunmods() ) {
233 if( mod->is_irremovable() ) {
234 remove_item( *mod );
235 }
236 }
237
238 // Preserve item temporarily for component breakdown
239 item temp = shield;
240
241 shield.contents.spill_contents( pos() );
242
243 remove_item( shield );
244
245 // Breakdown fragile weapons into components
246 if( temp.has_flag( "FRAGILE_MELEE" ) && !temp.components.empty() ) {
247 add_msg_player_or_npc( m_bad, _( "Your %s breaks apart!" ),
248 _( "<npcname>'s %s breaks apart!" ),
249 str );
250
251 for( auto &comp : temp.components ) {
252 int break_chance = comp.typeId() == weak_comp ? 2 : 8;
253
254 if( one_in( break_chance ) ) {
255 add_msg_if_player( m_bad, _( "The %s is destroyed!" ), comp.tname() );
256 continue;
257 }
258
259 if( comp.typeId() == big_comp && !is_armed() ) {
260 wield( comp );
261 } else {
262 g->m.add_item_or_charges( pos(), comp );
263 }
264 }
265 } else {
266 add_msg_player_or_npc( m_bad, _( "Your %s is destroyed by the blow!" ),
267 _( "<npcname>'s %s is destroyed by the blow!" ),
268 str );
269 }
270
271 return true;
272}
virtual bool wield(item &target)=0
Removes currently wielded item (if any) and replaces it with the target item.
bool spill_contents(const tripoint &pos)
int chip_resistance(bool worst=false) const
Returns resistance to being damaged by attack against the item itself.
Definition: item.cpp:6031
bool inc_damage(damage_type dt)
Increment item damage by itype::damage_scale constrained by max_damage.
Definition: item.cpp:6092
static const itype_id itype_rag("rag")
static const itype_id itype_fur("fur")
static const itype_id itype_leather("leather")

References _, Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), item::chip_resistance(), item::components, item::contents, dex_cur, g, get_skill_level(), item::gunmods(), item::has_flag(), item::inc_damage(), is_armed(), item::is_null(), itype_fur, itype_leather, itype_rag, m_bad, string_id< itype >::NULL_ID(), one_in(), pos(), visitable< Character >::remove_item(), skill_melee, item_contents::spill_contents(), str_cur, item::tname(), and wield().

Referenced by block_hit(), melee_special_effects(), player::reach_attack(), and smash().

◆ has_active_bionic()

bool Character::has_active_bionic ( const bionic_id b) const

Returns true if the player has the entered bionic id and it is powered on.

Definition at line 1885 of file character.cpp.

1886{
1887 for( const bionic &i : *my_bionics ) {
1888 if( i.id == b ) {
1889 return ( i.powered && i.incapacitated_time == 0_turns );
1890 }
1891 }
1892 return false;
1893}

References b, and my_bionics.

Referenced by absorb_hit(), activate_bionic(), active_light(), adjust_for_focus(), attack_cost(), player::basic_symbol_color(), burn_move_stamina(), character_martial_arts::can_arm_block(), can_feed_furnace_with(), can_feed_reactor_with(), character_martial_arts::can_leg_block(), player::can_sleep(), crit_chance(), avatar::do_read(), do_skill_rust(), game::do_turn(), draw_bionics_titlebar(), draw_skills_tab(), player::eat(), iuse::ehandcuffs(), npc::finish_read(), fun_for(), get_env_resist(), get_hit_weapon(), ranged::gunmode_checks_weapon(), game::handle_action(), has_fire(), has_nv(), hearing_ability(), player::impact(), in_climate_control(), is_blind(), is_deaf(), is_immune_damage(), is_immune_field(), ma_requirements::is_valid_character(), game::item_action_menu(), trapfunc::ledge(), melee_attack(), melee_special_effects(), game::monmove(), mut_cbm_encumb(), player::on_hit(), game::on_move_effects(), perform_technique(), character_martial_arts::pick_style(), trapfunc::pit(), trapfunc::pit_glass(), trapfunc::pit_spikes(), map::player_in_field(), player::process_items(), recalc_sight_limits(), npc::recharge_cbm(), game::remoteveh(), reset_stats(), mattack::riotbot(), roll_bash_damage(), roll_cut_damage(), roll_stab_damage(), run_cost(), player::search_surroundings(), sees_with_specials(), game::setremoteveh(), player::sleep_spot(), iuse::solarpack(), suffer_from_radiation(), player::throw_item(), throw_range(), player::try_to_sleep(), player::uncanny_dodge(), update_health(), update_needs(), update_stamina(), use_charges(), use_fire(), and npc::wants_to_recharge_cbm().

◆ has_active_item()

bool Character::has_active_item ( const itype_id id) const

Whether the player carries an active item of the given item type.

Definition at line 2552 of file character.cpp.

2553{
2554 return has_item_with( [id]( const item & it ) {
2555 return it.active && it.typeId() == id;
2556 } );
2557}

References item::active, visitable< Character >::has_item_with(), and item::typeId().

Referenced by deactivate_bionic(), game::handle_action(), iuse::mp3(), game::remoteveh(), and game::setremoteveh().

◆ has_active_mutation()

◆ has_activity() [1/2]

bool Character::has_activity ( const activity_id type) const

◆ has_activity() [2/2]

bool Character::has_activity ( const std::vector< activity_id > &  types) const

Check if player currently has any of the given activities.

Definition at line 9220 of file character.cpp.

9221{
9222 return std::find( types.begin(), types.end(), activity.id() ) != types.end();
9223}
FMT_CONSTEXPR bool find(Ptr first, Ptr last, T value, Ptr &out)

References activity, detail::find(), and player_activity::id().

◆ has_addiction()

bool Character::has_addiction ( add_type  type) const

Returns true if the player has an addiction of the specified type.

Definition at line 1938 of file suffer.cpp.

1939{
1940 return std::any_of( addictions.begin(), addictions.end(),
1941 [type]( const addiction & ad ) {
1942 return ad.type == type && ad.intensity >= MIN_ADDICTION_LEVEL;
1943 } );
1944}

References addictions, and type.

Referenced by player::sleep_spot().

◆ has_alarm_clock()

bool Character::has_alarm_clock ( ) const

Returns true if the player or their vehicle has an alarm clock.

Definition at line 830 of file character.cpp.

831{
832 map &here = get_map();
833 return ( has_item_with_flag( "ALARMCLOCK", true ) ||
834 ( here.veh_at( pos() ) &&
835 !empty( here.veh_at( pos() )->vehicle().get_avail_parts( "ALARMCLOCK" ) ) ) ||
837}
static const bionic_id bio_watch("bio_watch")
bool has_item_with_flag(const std::string &flag, bool need_charges=false) const
Definition: character.cpp:9574

References bio_watch, get_map(), has_bionic(), has_item_with_flag(), pos(), map::veh_at(), and vehicle.

Referenced by player::hardcoded_effects(), sleep(), and wait().

◆ has_any_bionic()

bool Character::has_any_bionic ( ) const

Returns true if the player has any bionic.

Definition at line 1895 of file character.cpp.

1896{
1897 return !get_bionics().empty();
1898}

References get_bionics().

Referenced by mattack::nurse_operate().

◆ has_artifact_with()

bool Character::has_artifact_with ( art_effect_passive  effect) const
virtual

Reimplemented in npc.

Definition at line 3211 of file character.cpp.

3212{
3214 return true;
3215 }
3216 for( auto &i : worn ) {
3217 if( i.has_effect_when_worn( effect ) ) {
3218 return true;
3219 }
3220 }
3221 return has_item_with( [effect]( const item & it ) {
3222 return it.has_effect_when_carried( effect );
3223 } );
3224}
bool has_effect_when_carried(art_effect_passive effect) const
Does the item provide the artifact effect when it is carried?
Definition: item.cpp:9573
bool has_effect_when_wielded(art_effect_passive effect) const
Does the item provide the artifact effect when it is wielded?
Definition: item.cpp:9555

References item::has_effect_when_carried(), item::has_effect_when_wielded(), visitable< Character >::has_item_with(), weapon, and worn.

Referenced by active_light(), player::basic_symbol_color(), deal_damage(), player::hardcoded_effects(), is_immune_damage(), is_invisible(), melee_attack(), recalc_sight_limits(), player::recalc_speed_bonus(), suffer_from_artifacts(), suffer_while_awake(), update_health(), game::walk_move(), and weight_capacity().

◆ has_base_trait()

bool Character::has_base_trait ( const trait_id b) const

Returns true if the player has the entered starting trait.

Definition at line 121 of file mutation.cpp.

122{
123 // Look only at base traits
124 return my_traits.find( b ) != my_traits.end();
125}

References b, and my_traits.

Referenced by build_mut_dependency_map(), do_purify(), wish_mutate_callback::key(), mutate_towards(), old_mutate(), player::power_mutations_ui(), iuse::purify_iv(), iuse::purify_smart(), remove_mutation(), and debug_menu::wishmutate().

◆ has_bionic()

bool Character::has_bionic ( const bionic_id b) const

Returns true if the player has the entered bionic id.

Definition at line 1875 of file character.cpp.

1876{
1877 for( const bionic_id &bid : get_bionics() ) {
1878 if( bid == b ) {
1879 return true;
1880 }
1881 }
1882 return false;
1883}

References b, and get_bionics().

Referenced by add_bionic(), iexamine::autodoc(), autodoc_internal(), bionics_install_failure(), talk_trial::calc_chance(), calc_needs_rates(), character_martial_arts::can_arm_block(), character_martial_arts::can_leg_block(), npc::can_read(), can_uninstall_bionic(), install_bionic_actor::can_use(), item::color_in_inventory(), consume_effects(), player::consume_med(), activity_handlers::cracking_do_turn(), deactivate_bionic(), draw_env_compact(), draw_speed_tab(), draw_time_classic(), player::eat(), iuse::einktabletpc(), iexamine::fireplace(), avatar::get_book_reader(), bionic_install_preset::get_denial(), bionic_install_surgeon_preset::get_denial(), get_temp(), player::get_weapon_dispersion(), get_working_arm_count(), player::hardcoded_effects(), has_alarm_clock(), has_enough_anesth(), has_fire(), has_watch(), is_immune_effect(), player::load(), game::on_move_effects(), activity_handlers::operation_do_turn(), overmap_sight_range(), iexamine::pay_gas(), sounds::process_sound_markers(), read_speed(), recalc_sight_limits(), player::recalc_speed_bonus(), iuse::robotcontrol(), roll_cut_damage(), roll_stab_damage(), run_cost(), iexamine::safe(), conditional_t< T >::set_has_bionics(), sight_impaired(), suffer_from_asthma(), suffer_from_bad_bionics(), suffer_from_radiation(), suffer_from_sunburn(), suffer_while_underwater(), try_start_hacking(), update_bodytemp(), consume_drug_iuse::use(), game::use_computer(), use_fire(), volume_capacity_reduced_by(), avatar::wake_up(), game::walk_move(), and will_eat().

◆ has_charges()

bool Character::has_charges ( const itype_id it,
int  quantity,
const std::function< bool(const item &)> &  filter = return_true<item> 
) const

Definition at line 9591 of file character.cpp.

9593{
9594 if( it == itype_fire || it == itype_apparatus ) {
9595 return has_fire( quantity );
9596 }
9597 if( it == itype_UPS && is_mounted() &&
9598 mounted_creature.get()->has_flag( MF_RIDEABLE_MECH ) ) {
9599 auto mons = mounted_creature.get();
9600 return quantity <= mons->battery_item->ammo_remaining();
9601 }
9602 if( it == itype_bio_armor ) {
9603 int mod_qty = 0;
9604 float efficiency = 1;
9605 for( const bionic &bio : *my_bionics ) {
9606 if( bio.powered && bio.info().has_flag( flag_BIONIC_ARMOR_INTERFACE ) ) {
9607 efficiency = std::max( efficiency, bio.info().fuel_efficiency );
9608 }
9609 }
9610 if( efficiency == 1 ) {
9611 debugmsg( "Player lacks a bionic armor interface with fuel efficiency field." );
9612 }
9613 mod_qty = quantity / efficiency;
9614 return ( has_power() && get_power_level() >= units::from_kilojoule( mod_qty ) );
9615 }
9616 return charges_of( it, quantity, filter ) == quantity;
9617}
static const itype_id itype_fire("fire")
static const flag_str_id flag_BIONIC_ARMOR_INTERFACE("BIONIC_ARMOR_INTERFACE")
static const itype_id itype_apparatus("apparatus")
bool has_power() const
Definition: character.cpp:2007
bool has_fire(int quantity) const
Definition: character.cpp:9738

References visitable< Character >::charges_of(), debugmsg, flag_BIONIC_ARMOR_INTERFACE, units::from_kilojoule(), get_power_level(), has_fire(), has_power(), is_mounted(), itype_apparatus, itype_bio_armor, itype_fire, itype_UPS, MF_RIDEABLE_MECH, mounted_creature, and my_bionics.

Referenced by iexamine::arcfurnace_empty(), iuse::cable_attach(), can_eat(), iexamine::can_fertilize(), player::can_reload(), cauterize_actor::can_use(), craft_command::check_item_components_missing(), craft_command::check_tool_components_missing(), consume_charges(), player::consume_med(), consume_remote_fuel(), player::craft_consume_tools(), iuse::ecig(), activity_handlers::fertilize_plot_do_turn(), find_remote_fuel(), crafting::find_tool_component(), iuse::firecracker_pack(), player::gunmod_add(), ranged::gunmode_checks_weapon(), has_enough_charges(), has_fire(), npc::heal_self(), iexamine::kiln_empty(), npc::move(), iexamine::pay_gas(), game::reload(), talk_effect_fun_t::set_consume_item(), conditional_t< T >::set_has_items(), talk_effect_fun_t::set_u_sell_item(), smoker_activate(), iuse::smoking(), suffer_from_asthma(), try_consume(), try_start_hacking(), consume_drug_iuse::use(), use_charges_if_avail(), and use_fire().

◆ has_child_flag()

bool Character::has_child_flag ( const trait_id flag) const

Returns true if the player has the entered mutation child flag.

Definition at line 1485 of file mutation.cpp.

1486{
1487 for( const trait_id &elem : flag->replacements ) {
1488 const trait_id &tmp = elem;
1489 if( has_trait( tmp ) || has_child_flag( tmp ) ) {
1490 return true;
1491 }
1492 }
1493 return false;
1494}
bool has_child_flag(const trait_id &flag) const
Returns true if the player has the entered mutation child flag.
Definition: mutation.cpp:1485

References has_child_flag(), has_trait(), and mutation_branch::replacements.

Referenced by has_child_flag(), mutate_towards(), mutation_ok(), and remove_child_flag().

◆ has_destination()

◆ has_destination_activity()

bool Character::has_destination_activity ( ) const

◆ has_distant_destination()

bool Character::has_distant_destination ( ) const

Definition at line 10471 of file character.cpp.

10472{
10475}
static const activity_id ACT_TRAVELLING("ACT_TRAVELLING")
std::vector< tripoint_abs_omt > omt_path
Definition: character.h:1030

References ACT_TRAVELLING, get_destination_activity(), has_destination(), player_activity::id(), player_activity::is_null(), and omt_path.

Referenced by game::cancel_activity_or_ignore_query(), game::cancel_activity_query(), and game::do_turn().

◆ has_enough_anesth()

bool Character::has_enough_anesth ( const itype cbm,
player patient 
)

Has enough anesthetic for surgery.

Definition at line 1825 of file bionics.cpp.

1826{
1827 if( !cbm->bionic ) {
1828 debugmsg( "has_enough_anesth( const itype *cbm ): %s is not a bionic", cbm->get_id() );
1829 return false;
1830 }
1831
1834 return true;
1835 }
1836
1837 const int weight = 7;
1838 const requirement_data req_anesth = *requirement_id( "anesthetic" ) *
1839 cbm->bionic->difficulty * 2 * weight;
1840
1842}
static const bionic_id bio_painkiller("bio_painkiller")
static const trait_id trait_DEBUG_BIONICS("DEBUG_BIONICS")
static const trait_id trait_NOPAIN("NOPAIN")
bool is_crafting_component(const item &component)
Default filter for crafting component searches.
Definition: item.h:2275
cata::value_ptr< islot_bionic > bionic
Definition: itype.h:861
bool can_make_with_inventory(const inventory &crafting_inv, const std::function< bool(const item &)> &filter, int batch=1, cost_adjustment=cost_adjustment::none) const
Returns true if the requirements are fufilled by the filtered inventory.
string_id< requirement_data > requirement_id
Definition: type_id.h:133

References bio_painkiller, itype::bionic, requirement_data::can_make_with_inventory(), crafting_inventory(), debugmsg, itype::get_id(), has_bionic(), has_trait(), is_crafting_component(), trait_DEBUG_BIONICS, and trait_NOPAIN.

Referenced by bionic_install_preset::get_denial(), and bionic_uninstall_preset::get_denial().

◆ has_enough_charges()

bool Character::has_enough_charges ( const item it,
bool  show_msg 
) const

Has the item enough charges to invoke its use function? Also checks if UPS from this player is used instead of item charges.

Definition at line 7454 of file character.cpp.

7455{
7456 if( !it.is_tool() || !it.ammo_required() ) {
7457 return true;
7458 }
7459 if( it.is_power_armor() ) {
7460 if( ( as_player()->can_interface_armor() && has_charges( itype_bio_armor, it.ammo_required() ) ) ||
7462 it.ammo_sufficient() ) {
7463 return true;
7464 }
7465
7466 if( show_msg ) {
7467 if( it.has_flag( flag_USE_UPS ) ) {
7469 vgettext( "Your %s needs %d charge, from some UPS or a Bionic Power Interface.",
7470 "Your %s needs %d charges, from some UPS or a Bionic Power Interface.",
7471 it.ammo_required() ),
7472 it.tname(), it.ammo_required() );
7473 } else {
7475 vgettext( "Your %s needs %d charge, from a Bionic Power Interface.",
7476 "Your %s needs %d charges, from a Bionic Power Interface.",
7477 it.ammo_required() ),
7478 it.tname(), it.ammo_required() );
7479 }
7480 }
7481 return false;
7482 }
7483 if( it.has_flag( flag_USE_UPS ) ) {
7484 if( has_charges( itype_UPS, it.ammo_required() ) || it.ammo_sufficient() ) {
7485 return true;
7486 }
7487 if( show_msg ) {
7489 vgettext( "Your %s needs %d charge from some UPS.",
7490 "Your %s needs %d charges from some UPS.",
7491 it.ammo_required() ),
7492 it.tname(), it.ammo_required() );
7493 }
7494 return false;
7495 } else if( !it.ammo_sufficient() ) {
7496 if( show_msg ) {
7498 vgettext( "Your %s has %d charge but needs %d.",
7499 "Your %s has %d charges but needs %d.",
7500 it.ammo_remaining() ),
7501 it.tname(), it.ammo_remaining(), it.ammo_required() );
7502 }
7503 return false;
7504 }
7505 return true;
7506}
bool ammo_sufficient(int qty=1) const
Check if sufficient ammo is loaded for given number of uses.
Definition: item.cpp:7308

References Creature::add_msg_if_player(), item::ammo_remaining(), item::ammo_required(), item::ammo_sufficient(), Creature::as_player(), flag_USE_UPS(), has_charges(), item::has_flag(), item::is_power_armor(), item::is_tool(), itype_bio_armor, itype_UPS, m_info, item::tname(), and vgettext().

Referenced by activatable_inventory_preset::get_denial(), invoke_item(), and iuse::jackhammer().

◆ has_fire()

bool Character::has_fire ( int  quantity) const

Definition at line 9738 of file character.cpp.

9739{
9740 // TODO: Replace this with a "tool produces fire" flag.
9741
9742 if( get_map().has_nearby_fire( pos() ) ) {
9743 return true;
9744 } else if( has_item_with_flag( "FIRE" ) ) {
9745 return true;
9746 } else if( has_item_with_flag( "FIRESTARTER" ) ) {
9747 auto firestarters = all_items_with_flag( "FIRESTARTER" );
9748 for( auto &i : firestarters ) {
9749 if( !i->type->can_have_charges() ) {
9750 const use_function *usef = i->type->get_use( "firestarter" );
9751 if( !usef ) {
9752 debugmsg( "failed to get use func 'firestarter' for item '%s'", i->typeId().c_str() );
9753 continue;
9754 }
9755 const firestarter_actor *actor = dynamic_cast<const firestarter_actor *>( usef->get_actor_ptr() );
9756 if( actor->can_use( *this->as_character(), *i, false, tripoint_zero ).success() ) {
9757 return true;
9758 }
9759 } else if( has_charges( i->typeId(), quantity ) ) {
9760 return true;
9761 }
9762 }
9763 } else if( has_active_bionic( bio_tools ) && get_power_level() > quantity * 5_kJ ) {
9764 return true;
9765 } else if( has_bionic( bio_lighter ) && get_power_level() > quantity * 5_kJ ) {
9766 return true;
9767 } else if( has_bionic( bio_laser ) && get_power_level() > quantity * 5_kJ ) {
9768 return true;
9769 } else if( is_npc() ) {
9770 // HACK: A hack to make NPCs use their Molotovs
9771 return true;
9772 }
9773 return false;
9774}
static const bionic_id bio_lighter("bio_lighter")
static const bionic_id bio_laser("bio_laser")
static const bionic_id bio_tools("bio_tools")
std::vector< const item * > all_items_with_flag(const std::string &flag) const
All items that have the given flag (item::has_flag).
Definition: character.cpp:9584
Starts a fire instantly.
Definition: iuse_actor.h:529
ret_val< bool > can_use(const Character &, const item &, bool, const tripoint &) const override
iuse_actor * get_actor_ptr()
Definition: iuse.h:315

References all_items_with_flag(), bio_laser, bio_lighter, bio_tools, firestarter_actor::can_use(), debugmsg, use_function::get_actor_ptr(), get_map(), get_power_level(), has_active_bionic(), has_bionic(), has_charges(), has_item_with_flag(), Creature::is_npc(), pos(), and tripoint_zero.

Referenced by has_charges(), and symbol_color().

◆ has_grab_break_tec()

bool Character::has_grab_break_tec ( ) const
overridevirtual

Returns true if the player has a grab breaking technique available.

Implements Creature.

Definition at line 1209 of file martialarts.cpp.

1210{
1211 return martial_arts_data->has_grab_break_tec();
1212}

References martial_arts_data.

Referenced by player::can_grab_break(), deal_damage(), and mattack::grab().

◆ has_item_with_flag()

bool Character::has_item_with_flag ( const std::string &  flag,
bool  need_charges = false 
) const

Definition at line 9574 of file character.cpp.

9575{
9576 return has_item_with( [&flag, &need_charges]( const item & it ) {
9577 if( it.is_tool() && need_charges ) {
9578 return it.has_flag( flag ) && it.type->tool->max_charges ? it.charges > 0 : it.has_flag( flag );
9579 }
9580 return it.has_flag( flag );
9581 } );
9582}

References item::has_flag(), visitable< Character >::has_item_with(), and item::is_tool().

Referenced by draw_env_compact(), draw_time_classic(), npc::faction_display(), get_temp(), has_alarm_clock(), has_fire(), has_watch(), loot(), overmap_sight_range(), npc::reach_omt_destination(), and use_fire().

◆ has_mabuff()

bool Character::has_mabuff ( const mabuff_id buff_id) const

Returns true if the player has any martial arts buffs attached.

Definition at line 1202 of file martialarts.cpp.

1203{
1204 return search_ma_buff_effect( *effects, [&id]( const ma_buff & b, const effect & ) {
1205 return b.id == id;
1206 } );
1207}
static bool search_ma_buff_effect(const C &container, F f)

References b, Creature::effects, id, and search_ma_buff_effect().

Referenced by ma_requirements::is_valid_character().

◆ has_max_power()

bool Character::has_max_power ( ) const

Definition at line 2012 of file character.cpp.

2013{
2014 return max_power_level > 0_kJ;
2015}

References max_power_level.

Referenced by bionics_install_failure(), power_stat(), conditional_t< T >::set_has_bionics(), and suffer_from_bad_bionics().

◆ has_morale()

bool Character::has_morale ( const morale_type type) const

Definition at line 9095 of file character.cpp.

9096{
9097 return morale->has( type );
9098}

References morale, and type.

Referenced by player::fire_gun(), suffer_from_other_mutations(), and iuse::towel_common().

◆ has_morale_to_craft()

bool Character::has_morale_to_craft ( ) const

Definition at line 330 of file crafting.cpp.

331{
332 return get_morale_level() >= -50;
333}
int get_morale_level() const
Definition: character.cpp:9079

References get_morale_level().

Referenced by game::butcher(), and iuse::multicooker().

◆ has_morale_to_read()

bool Character::has_morale_to_read ( ) const

Definition at line 9115 of file character.cpp.

9116{
9117 return get_morale_level() >= -40;
9118}

References get_morale_level().

Referenced by avatar::get_book_reader().

◆ has_nv()

bool Character::has_nv ( )

Returns true if the player has some form of night vision.

Definition at line 3610 of file character.cpp.

3611{
3612 static bool nv = false;
3613
3614 if( !nv_cached ) {
3615 nv_cached = true;
3616 nv = ( worn_with_flag( flag_GNV_EFFECT ) ||
3619 }
3620
3621 return nv;
3622}
static const std::string flag_GNV_EFFECT("GNV_EFFECT")
static const std::string flag_EFFECT_NIGHT_VISION("EFFECT_NIGHT_VISION")
static const bionic_id bio_night_vision("bio_night_vision")
bool has_effect_with_flag(const std::string &flag, body_part bp=num_bp) const
Check if creature has any effect with the given flag.
Definition: creature.cpp:1198

References bio_night_vision, flag_EFFECT_NIGHT_VISION(), flag_GNV_EFFECT(), has_active_bionic(), Creature::has_effect_with_flag(), nv_cached, and worn_with_flag().

Referenced by recalc_sight_limits().

◆ has_opposite_trait()

bool Character::has_opposite_trait ( const trait_id flag) const

Returns true if the player has a trait which cancels the entered trait.

Definition at line 9904 of file character.cpp.

9905{
9906 for( const trait_id &i : flag->cancels ) {
9907 if( has_trait( i ) ) {
9908 return true;
9909 }
9910 }
9911 for( const std::pair<const trait_id, trait_data> &mut : my_mutations ) {
9912 for( const trait_id &canceled_trait : mut.first->cancels ) {
9913 if( canceled_trait == flag ) {
9914 return true;
9915 }
9916 }
9917 }
9918 return false;
9919}
std::vector< trait_id > cancels
Definition: mutation.h:279

References mutation_branch::cancels, has_trait(), and my_mutations.

Referenced by known_magic::can_learn_spell(), and player::has_conflicting_trait().

◆ has_power()

bool Character::has_power ( ) const

Definition at line 2007 of file character.cpp.

2008{
2009 return power_level > 0_kJ;
2010}

References power_level.

Referenced by player::can_sleep(), has_charges(), player::try_to_sleep(), iuse_transform::use(), set_transform_iuse::use(), and use_charges().

◆ has_stashed_activity()

bool Character::has_stashed_activity ( ) const

Definition at line 979 of file character.cpp.

980{
981 return static_cast<bool>( stashed_outbounds_activity );
982}

References stashed_outbounds_activity.

Referenced by npc::move().

◆ has_trait()

bool Character::has_trait ( const trait_id b) const
overridevirtual

Returns true if the player has the entered trait.

Reimplemented from Creature.

Definition at line 103 of file mutation.cpp.

104{
105 return my_mutations.count( b ) || enchantment_cache->get_mutations().count( b );
106}

References b, enchantment_cache, and my_mutations.

Referenced by absorb_hit(), activate_mutation(), add_addiction(), add_bionic(), player::add_pain_msg(), add_traits(), addict_effect(), adjust_for_focus(), alcohol(), allergy_type(), iuse::anticonvulsant(), iuse::antiparasitic(), apply_damage(), apply_persistent_morale(), monster::attitude(), iexamine::autodoc(), autodoc_internal(), iexamine::bars(), base_comfort_value(), player::basic_symbol_color(), bionics_pl_skill(), iuse::blech(), iuse::blood_draw(), bloodType(), player::book_fun_for(), activity_handlers::build_do_turn(), burn_move_stamina(), calc_all_parts_hp(), talk_trial::calc_chance(), player::calc_focus_equilibrium(), calc_needs_rates(), player::can_continue_craft(), can_eat(), can_install_bionics(), spell::can_learn(), player::can_lift(), can_pick_weight(), npc::can_read(), cauterize_actor::can_use(), install_bionic_actor::can_use(), can_wear(), cauterize_actor::cauterize_effect(), iexamine::chainfence(), check_needs_extremes(), game::check_safe_mode_allowed(), game::cleanup_at_end(), item::color_in_inventory(), talk_function::commune_farmfield(), talk_function::companion_mission(), veh_interact::complete_vehicle(), consume_effects(), player::consume_item(), player::consume_items(), player::consume_tools(), iuse::contacts(), game::control_vehicle(), player::craft_consume_tools(), crafting_inventory(), player::crafting_success_roll(), avatar::create(), craft_command::create_in_progress_craft(), iuse::datura(), deal_damage(), debug_vision(), mattack::dermatik(), trap::detect_trap(), monster::die(), player::disp_info(), avatar::disp_morale(), do_purify(), game::do_turn(), construct::done_vehicle(), overmap_ui::draw_ascii(), draw_limb_health(), overmap_ui::draw_om_sidebar(), draw_speed_tab(), drench(), player::eat(), eff_fun_spores(), iuse::einktabletpc(), game::extended_description(), player::fall_damage_mod(), talk_function::field_harvest(), game::find_or_make_stairs(), player::fine_detail_vision_mod(), npc::finish_read(), player::fire_gun(), floor_warmth(), iexamine::flower_dahlia(), talk_function::forage_return(), npc::form_opinion(), fun_for(), player::fun_to_read(), fungal_effects::fungalize(), avatar::get_book_reader(), get_dodge(), get_env_resist(), get_face_type(), get_hunger_description(), get_miss_reason(), npc::get_monster_faction(), overmap_ui::get_overmap_neighbors(), get_pain_description(), player::get_pain_penalty(), get_shout_volume(), player::gunmod_add(), player::gunmod_installation_odds(), game::handle_action(), player::hardcoded_effects(), hardcoded_mutation_attack(), iexamine::harvest_plant(), has_child_flag(), has_enough_anesth(), player::has_higher_trait(), player::has_lower_trait(), has_opposite_trait(), player::has_same_type_trait(), hearing_ability(), hit_roll(), hurtall(), player::immune_to(), in_climate_control(), install_bionics(), introduce_into_anesthesia(), irradiate(), is_deaf(), is_immune_damage(), is_immune_effect(), is_immune_field(), is_invisible(), wish_mutate_callback::key(), game::knockback(), talk_function::labor_return(), known_magic::learn_spell(), trapfunc::ledge(), iexamine::ledge(), player::load(), marloss_common(), marloss_prevented(), iuse::meditate(), melee_attack(), mend(), player::mend_item(), iuse::meth(), player::mod_pain(), modify_morale(), modify_stimulation(), game::mon_info_update(), avatar_action::move(), iuse::multicooker(), mutate(), mutate_category(), mutate_towards(), mutation_chances(), mutation_ok(), iuse::mycus(), old_mutate(), player::on_hit(), on_hurt(), npc::on_load(), iexamine::pay_gas(), perform_install(), pick_part_to_heal(), activity_handlers::pickaxe_finish(), trapfunc::pit(), trapfunc::pit_glass(), trapfunc::pit_spikes(), game::place_player(), iuse::plantblech(), player_can_build(), player_can_see_to_build(), map::player_in_field(), iuse::poison(), iuse::portable_game(), player::practice(), print_health(), game::print_terrain_info(), player::process_effects_internal(), item::process_litcig(), player::process_one_effect(), sounds::process_sound_markers(), player::process_turn(), iuse::purify_iv(), iuse::purify_smart(), avatar::randomize(), npc::randomize(), react_to_felt_pain(), avatar::read(), recalc_sight_limits(), player::recalc_speed_bonus(), wish_mutate_callback::refresh(), remove_child_flag(), remove_mutation(), player::reset_stats(), firestarter_actor::resolve_firestarter_use(), iuse::robotcontrol(), talk_trial::roll(), roll_bash_damage(), rooted(), rooted_message(), iexamine::rubble(), run_cost(), npc::say(), talk_function::scavenging_patrol_return(), sees_with_specials(), player::select_item_component(), conditional_t< T >::set_has_any_trait(), conditional_t< T >::set_has_trait(), set_traits(), shout(), iexamine::shrub_marloss(), sight_impaired(), iexamine::sign(), trapfunc::sinkhole(), player::sleep_spot(), game::slip_down(), avatar::steal(), stumble(), suffer(), suffer_from_addictions(), suffer_from_chemimbalance(), suffer_from_other_mutations(), suffer_from_radiation(), suffer_from_sunburn(), suffer_in_sunlight(), suffer_while_awake(), suffer_while_underwater(), swim_speed(), npc::talk_to_u(), test_crossing_threshold(), npc::time_to_read(), avatar::time_to_read(), player::toolmod_add(), activity_handlers::tree_communion_do_turn(), iexamine::tree_marloss(), try_reject_mutagen(), try_start_hacking(), player::try_to_sleep(), uninstall_bionic(), update_body(), player::update_body_wetness(), update_bodytemp(), update_needs(), game::update_stair_monsters(), update_stomach(), consume_drug_iuse::use(), cauterize_actor::use(), enzlave_actor::use(), mutagen_actor::use(), mutagen_iv_actor::use(), game::use_computer(), game::vertical_move(), iuse::vibe(), volume_capacity_reduced_by(), player::vomit_mod(), game::walk_move(), iuse::weed_cake(), weed_msg(), weight_capacity(), weather_effect::wet_player(), will_eat(), and debug_menu::wishmutate().

◆ has_trait_flag()

bool Character::has_trait_flag ( const std::string &  b) const

Returns true if player has a trait with a flag.

Definition at line 108 of file mutation.cpp.

109{
110 // UGLY, SLOW, should be cached as my_mutation_flags or something
111 for( const trait_id &mut : get_mutations() ) {
112 const mutation_branch &mut_data = mut.obj();
113 if( mut_data.flags.count( b ) > 0 ) {
114 return true;
115 }
116 }
117
118 return false;
119}
std::set< std::string > flags
Definition: mutation.h:283

References b, mutation_branch::flags, and get_mutations().

Referenced by consider_butchery(), do_skill_rust(), mod_rad(), mod_thirst(), player::practice(), conditional_t< T >::set_has_trait_flag(), spell::spell_fail(), enzlave_actor::use(), and will_eat().

◆ has_two_arms()

bool Character::has_two_arms ( ) const

Returns true if the player has two functioning arms.

Returns true if the character has two functioning arms.

Definition at line 1275 of file character.cpp.

1276{
1277 return get_working_arm_count() >= 2;
1278}
int get_working_arm_count() const
Returns the number of functioning arms.
Definition: character.cpp:1282

References get_working_arm_count().

Referenced by can_wear(), player::can_wield(), ranged::gunmode_checks_common(), hardcoded_mutation_attack(), map::player_in_field(), and mattack::riotbot().

◆ has_watch()

bool Character::has_watch ( ) const

Returns true if the player or their vehicle has a watch.

Definition at line 839 of file character.cpp.

840{
841 map &here = get_map();
842 return ( has_item_with_flag( "WATCH", true ) ||
843 ( here.veh_at( pos() ) &&
844 !empty( here.veh_at( pos() )->vehicle().get_avail_parts( "WATCH" ) ) ) ||
846}

References bio_watch, get_map(), has_bionic(), has_item_with_flag(), pos(), map::veh_at(), and vehicle.

Referenced by draw_loc_labels(), draw_time(), draw_time_classic(), game::list_missions(), and wait().

◆ has_weapon()

bool Character::has_weapon ( ) const
overridevirtual

Implements Creature.

Definition at line 10341 of file character.cpp.

10342{
10343 return !unarmed_attack();
10344}
bool unarmed_attack() const
True if unarmed or wielding a weapon with the UNARMED_WEAPON flag.
Definition: melee.cpp:150

References unarmed_attack().

Referenced by perform_technique(), and pick_technique().

◆ head_cloth_encumbrance()

int Character::head_cloth_encumbrance ( ) const

Returns the total encumbrance of all SKINTIGHT and HELMET_COMPAT items coveringi the head.

Definition at line 8903 of file character.cpp.

8904{
8905 int ret = 0;
8906 for( auto &i : worn ) {
8907 const item *worn_item = &i;
8908 if( i.covers( bp_head ) && !i.has_flag( flag_SEMITANGIBLE ) &&
8909 ( worn_item->has_flag( flag_HELMET_COMPAT ) || worn_item->has_flag( flag_SKINTIGHT ) ) ) {
8910 ret += worn_item->get_encumber( *this );
8911 }
8912 }
8913 return ret;
8914}

References bp_head, flag_HELMET_COMPAT(), flag_SEMITANGIBLE(), flag_SKINTIGHT(), item::get_encumber(), item::has_flag(), cata::hash64_detail::ret, and worn.

Referenced by can_wear().

◆ heal()

void Character::heal ( const bodypart_id healed,
int  dam 
)

Heals a body_part for dam.

Definition at line 8633 of file character.cpp.

8634{
8635 if( !is_limb_broken( healed ) ) {
8636 int effective_heal = std::min( dam, get_part_hp_max( healed ) - get_part_hp_cur( healed ) );
8637 mod_part_hp_cur( healed, effective_heal );
8638 g->events().send<event_type::character_heals_damage>( getID(), effective_heal );
8639 }
8640}
@ character_heals_damage

References character_heals_damage, g, Creature::get_part_hp_cur(), Creature::get_part_hp_max(), getID(), is_limb_broken(), and Creature::mod_part_hp_cur().

Referenced by enforce_minimum_healing(), heal_actor::finish_using(), give_aid_to(), healall(), process_bionic(), regen(), and suffer_water_damage().

◆ healall()

void Character::healall ( int  dam)

Heals all body parts for dam.

Definition at line 8642 of file character.cpp.

8643{
8644 for( const bodypart_id &bp : get_all_body_parts() ) {
8645 heal( bp, dam );
8646 mod_part_healed_total( bp, dam );
8647 }
8648}
void mod_part_healed_total(const bodypart_id &id, int mod)
Definition: creature.cpp:1597

References Creature::get_all_body_parts(), heal(), and Creature::mod_part_healed_total().

Referenced by iuse::artifact(), consume_effects(), player::hardcoded_effects(), spell::heal(), iuse::jet_injector(), melee_attack(), iuse::mycus(), regen(), and suffer_from_radiation().

◆ healed_bp()

void Character::healed_bp ( int  bp,
int  amount 
)

Definition at line 7867 of file character.cpp.

7868{
7869 healed_total[bp] += amount;
7870}

References healed_total.

Referenced by regen().

◆ healing_rate()

float Character::healing_rate ( float  at_rest_quality) const

Average hit points healed per turn.

Definition at line 6757 of file character.cpp.

6758{
6759 // TODO: Cache
6760 float heal_rate;
6761 if( !is_npc() ) {
6762 heal_rate = get_option< float >( "PLAYER_HEALING_RATE" );
6763 } else {
6764 heal_rate = get_option< float >( "NPC_HEALING_RATE" );
6765 }
6766 float awake_rate = heal_rate * mutation_value( "healing_awake" );
6767 float final_rate = 0.0f;
6768 if( awake_rate > 0.0f ) {
6769 final_rate += awake_rate;
6770 } else if( at_rest_quality < 1.0f ) {
6771 // Resting protects from rot
6772 final_rate += ( 1.0f - at_rest_quality ) * awake_rate;
6773 }
6774 float asleep_rate = 0.0f;
6775 if( at_rest_quality > 0.0f ) {
6776 asleep_rate = at_rest_quality * heal_rate * ( 1.0f + mutation_value( "healing_resting" ) );
6777 }
6778 if( asleep_rate > 0.0f ) {
6779 final_rate += asleep_rate * ( 1.0f + get_healthy() / 200.0f );
6780 }
6781
6782 // Most common case: awake player with no regenerative abilities
6783 // ~7e-5 is 1 hp per day, anything less than that is totally negligible
6784 static constexpr float eps = 0.000007f;
6785 add_msg( m_debug, "%s healing: %.6f", name, final_rate );
6786 if( std::abs( final_rate ) < eps ) {
6787 return 0.0f;
6788 }
6789
6790 float primary_hp_mod = mutation_value( "hp_modifier" );
6791 if( primary_hp_mod < 0.0f ) {
6792 // HP mod can't get below -1.0
6793 final_rate *= 1.0f + primary_hp_mod;
6794 }
6795
6796 return final_rate;
6797}

References add_msg(), get_healthy(), Creature::is_npc(), m_debug, mutation_value(), and name.

Referenced by regen().

◆ healing_rate_medicine()

float Character::healing_rate_medicine ( float  at_rest_quality,
const bodypart_id bp 
) const

Average hit points healed per turn from healing effects.

Definition at line 6799 of file character.cpp.

6800{
6801 float rate_medicine = 0.0f;
6802 float bandaged_rate = 0.0f;
6803 float disinfected_rate = 0.0f;
6804
6805 const effect &e_bandaged = get_effect( effect_bandaged, bp->token );
6806 const effect &e_disinfected = get_effect( effect_disinfected, bp->token );
6807
6808 if( !e_bandaged.is_null() ) {
6809 bandaged_rate += static_cast<float>( e_bandaged.get_amount( "HEAL_RATE" ) ) / to_turns<int>
6810 ( 24_hours );
6811 if( bp == bodypart_id( "head" ) ) {
6812 bandaged_rate *= e_bandaged.get_amount( "HEAL_HEAD" ) / 100.0f;
6813 }
6814 if( bp == bodypart_id( "torso" ) ) {
6815 bandaged_rate *= e_bandaged.get_amount( "HEAL_TORSO" ) / 100.0f;
6816 }
6817 }
6818
6819 if( !e_disinfected.is_null() ) {
6820 disinfected_rate += static_cast<float>( e_disinfected.get_amount( "HEAL_RATE" ) ) / to_turns<int>
6821 ( 24_hours );
6822 if( bp == bodypart_id( "head" ) ) {
6823 disinfected_rate *= e_disinfected.get_amount( "HEAL_HEAD" ) / 100.0f;
6824 }
6825 if( bp == bodypart_id( "torso" ) ) {
6826 disinfected_rate *= e_disinfected.get_amount( "HEAL_TORSO" ) / 100.0f;
6827 }
6828 }
6829
6830 rate_medicine += bandaged_rate + disinfected_rate;
6831 rate_medicine *= 1.0f + mutation_value( "healing_resting" );
6832 rate_medicine *= 1.0f + at_rest_quality;
6833
6834 // increase healing if character has both effects
6835 if( !e_bandaged.is_null() && !e_disinfected.is_null() ) {
6836 rate_medicine *= 2;
6837 }
6838
6839 if( get_healthy() > 0.0f ) {
6840 rate_medicine *= 1.0f + get_healthy() / 200.0f;
6841 } else {
6842 rate_medicine *= 1.0f + get_healthy() / 400.0f;
6843 }
6844 float primary_hp_mod = mutation_value( "hp_modifier" );
6845 if( primary_hp_mod < 0.0f ) {
6846 // HP mod can't get below -1.0
6847 rate_medicine *= 1.0f + primary_hp_mod;
6848 }
6849 return rate_medicine;
6850}
int get_amount(std::string arg, bool reduced=false) const
Returns the amount of a modifier type applied when a new effect is first added.
Definition: effect.cpp:974

References effect_bandaged, effect_disinfected, effect::get_amount(), Creature::get_effect(), get_healthy(), effect::is_null(), and mutation_value().

Referenced by regen().

◆ hearing_ability()

float Character::hearing_ability ( ) const

Definition at line 10266 of file character.cpp.

10267{
10268 float volume_multiplier = 1.0;
10269
10270 // Mutation/Bionic volume modifiers
10272 volume_multiplier *= 3.5;
10273 }
10274 if( has_trait( trait_PER_SLIME ) ) {
10275 // Random hearing :-/
10276 // (when it's working at all, see player.cpp)
10277 // changed from 0.5 to fix Mac compiling error
10278 volume_multiplier *= ( rng( 1, 2 ) );
10279 }
10280
10281 volume_multiplier *= Character::mutation_value( "hearing_modifier" );
10282
10283 if( has_effect( effect_deaf ) ) {
10284 // Scale linearly up to 30 minutes
10285 volume_multiplier *= ( 30_minutes - get_effect_dur( effect_deaf ) ) / 30_minutes;
10286 }
10287
10288 if( has_effect( effect_earphones ) ) {
10289 volume_multiplier *= .25;
10290 }
10291
10292 return volume_multiplier;
10293}
static const trait_id trait_PER_SLIME("PER_SLIME")
static const efftype_id effect_deaf("deaf")
static const bionic_id bio_ears("bio_ears")
static const bionic_id bio_earplugs("bio_earplugs")
static const efftype_id effect_earphones("earphones")

References bio_earplugs, bio_ears, effect_deaf, effect_earphones, Creature::get_effect_dur(), has_active_bionic(), Creature::has_effect(), has_trait(), mutation_value(), rng(), and trait_PER_SLIME.

Referenced by can_hear(), and sounds::process_sound_markers().

◆ heat_emission()

void Character::heat_emission ( int  b,
int  fuel_energy 
)

Handle heat from exothermic power generation.

Definition at line 1454 of file bionics.cpp.

1455{
1456 const bionic &bio = ( *my_bionics )[b];
1457 if( !bio.info().exothermic_power_gen ) {
1458 return;
1459 }
1460 const float efficiency = bio.info().fuel_efficiency;
1461
1462 const int heat_prod = fuel_energy * ( 1.0f - efficiency );
1463 const int heat_level = std::min( heat_prod / 10, 4 );
1464 const emit_id hotness = emit_id( "emit_hot_air" + std::to_string( heat_level ) + "_cbm" );
1465 map &here = get_map();
1466 if( hotness.is_valid() ) {
1467 const int heat_spread = std::max( heat_prod / 10 - heat_level, 1 );
1468 here.emit_field( pos(), hotness, heat_spread );
1469 }
1470 for( const std::pair<const bodypart_str_id, int> &bp : bio.info().occupied_bodyparts ) {
1471 add_effect( effect_heating_bionic, 2_seconds, bp.first->token, heat_prod );
1472 }
1473}
static const efftype_id effect_heating_bionic("heating_bionic")
bool exothermic_power_gen
If true this bionic emits heat when producing power.
Definition: bionics.h:73
string_id< emit > emit_id
Definition: type_id.h:44

References Creature::add_effect(), b, effect_heating_bionic, map::emit_field(), bionic_data::exothermic_power_gen, bionic_data::fuel_efficiency, get_map(), bionic::info(), string_id< T >::is_valid(), bionic_data::occupied_bodyparts, pos(), and to_string().

Referenced by burn_fuel(), and passive_power_gen().

◆ height()

int Character::height ( ) const

Definition at line 6938 of file character.cpp.

6939{
6940 switch( get_size() ) {
6941 case MS_TINY:
6942 return init_height - 100;
6943 case MS_SMALL:
6944 return init_height - 50;
6945 case MS_MEDIUM:
6946 return init_height;
6947 case MS_LARGE:
6948 return init_height + 50;
6949 case MS_HUGE:
6950 return init_height + 100;
6951 default:
6952 break;
6953 }
6954
6955 debugmsg( "Invalid size class" );
6956 abort();
6957}
@ MS_TINY
Definition: creature.h:58
@ MS_LARGE
Definition: creature.h:61
@ MS_SMALL
Definition: creature.h:59
@ MS_HUGE
Definition: creature.h:62
@ MS_MEDIUM
Definition: creature.h:60

References abort, debugmsg, get_size(), init_height, MS_HUGE, MS_LARGE, MS_MEDIUM, MS_SMALL, and MS_TINY.

Referenced by bodyweight(), height_string(), player::print_encumbrance(), and set_base_height().

◆ height_string()

std::string Character::height_string ( ) const

Definition at line 6923 of file character.cpp.

6924{
6925 const bool metric = get_option<std::string>( "DISTANCE_UNITS" ) == "metric";
6926
6927 if( metric ) {
6928 std::string metric_string = _( "%d cm" );
6929 return string_format( metric_string, height() );
6930 }
6931
6932 int total_inches = std::round( height() / 2.54 );
6933 int feet = std::floor( total_inches / 12 );
6934 int remainder_inches = total_inches % 12;
6935 return string_format( "%d\'%d\"", feet, remainder_inches );
6936}

References _, height(), and string_format().

Referenced by draw_stats_info(), and draw_stats_tab().

◆ hit_roll()

float Character::hit_roll ( ) const
overridevirtual

Returns the player's basic hit roll that is compared to the target's dodge roll.

Implements Creature.

Definition at line 297 of file melee.cpp.

298{
299 // Dexterity, skills, weapon and martial arts
300 float hit = get_melee_hit_base();
301
302 // Farsightedness makes us hit worse
303 if( has_trait( trait_HYPEROPIC ) && !worn_with_flag( "FIX_FARSIGHT" ) &&
305 hit -= 2.0f;
306 }
307
308 //Unstable ground chance of failure
310 hit *= 0.75f;
311 }
312
313 hit *= std::max( 0.25f, 1.0f - encumb( bp_torso ) / 100.0f );
314
315 return melee::melee_hit_range( hit );
316}
float get_melee_hit_base() const
Returns weapon skill.
Definition: melee.cpp:291
float melee_hit_range(float accuracy)
Once the accuracy (sum of modifiers) of an attack has been determined, this is used to actually roll ...
Definition: melee.cpp:2387

References bp_torso, effect_bouldering, effect_contacts, encumb(), get_melee_hit_base(), Creature::has_effect(), has_trait(), melee::melee_hit_range(), trait_HYPEROPIC, and worn_with_flag().

Referenced by player::disarm(), melee_attack(), perform_special_attacks(), and scored_crit().

◆ hitall()

int Character::hitall ( int  dam,
int  vary,
Creature source 
)

Harms all body parts for dam, with armor reduction.

If vary > 0 damage to parts are random within vary % (1-100)

Definition at line 8668 of file character.cpp.

8669{
8670 int damage_taken = 0;
8671 for( int i = 0; i < num_hp_parts; i++ ) {
8672 const bodypart_id bp = convert_bp( hp_to_bp( static_cast<hp_part>( i ) ) ).id();
8673 int ddam = vary ? dam * rng( 100 - vary, 100 ) / 100 : dam;
8674 int cut = 0;
8675 auto damage = damage_instance::physical( ddam, cut, 0 );
8676 damage_taken += deal_damage( source, bp, damage ).total_damage();
8677 }
8678 return damage_taken;
8679}
static body_part hp_to_bp(hp_part hpart)
Converts an hp_part to a body_part.
Definition: character.cpp:6583
int_id< T > id() const
Translate the string based it to the matching integer based id.
Definition: ammo_effect.cpp:54

References convert_bp(), deal_damage(), hp_to_bp(), string_id< T >::id(), num_hp_parts, damage_instance::physical(), rng(), and dealt_damage_instance::total_damage().

Referenced by game::forced_door_closing(), and vehicle::part_collision().

◆ hp_to_bp()

body_part Character::hp_to_bp ( hp_part  hpart)
static

Converts an hp_part to a body_part.

Definition at line 6583 of file character.cpp.

6584{
6585 switch( hpart ) {
6586 case hp_head:
6587 return bp_head;
6588 case hp_torso:
6589 return bp_torso;
6590 case hp_arm_l:
6591 return bp_arm_l;
6592 case hp_arm_r:
6593 return bp_arm_r;
6594 case hp_leg_l:
6595 return bp_leg_l;
6596 case hp_leg_r:
6597 return bp_leg_r;
6598 default:
6599 return num_bp;
6600 }
6601}

References bp_arm_l, bp_arm_r, bp_head, bp_leg_l, bp_leg_r, bp_torso, hp_arm_l, hp_arm_r, hp_head, hp_leg_l, hp_leg_r, hp_torso, and num_bp.

Referenced by iexamine::autodoc(), cauterize_actor::cauterize_effect(), draw_limb_health(), heal_actor::finish_using(), hitall(), player::impact(), pick_part_to_heal(), map::player_in_field(), regen(), heal_actor::use_healing_item(), and npc::wear_if_wanted().

◆ hurtall()

void Character::hurtall ( int  dam,
Creature source,
bool  disturb = true 
)

Hurts all body parts for dam, no armor reduction.

Definition at line 8650 of file character.cpp.

8651{
8652 if( is_dead_state() || has_trait( trait_DEBUG_NODMG ) || dam <= 0 ) {
8653 return;
8654 }
8655
8656 for( const bodypart_id &bp : get_all_body_parts( true ) ) {
8657 // Don't use apply_damage here or it will annoy the player with 6 queries
8658 const int dam_to_bodypart = std::min( dam, get_part_hp_cur( bp ) );
8659 mod_part_hp_cur( bp, - dam_to_bodypart );
8660 g->events().send<event_type::character_takes_damage>( getID(), dam_to_bodypart );
8661 }
8662
8663 // Low pain: damage is spread all over the body, so not as painful as 6 hits in one part
8664 mod_pain( dam );
8665 on_hurt( source, disturb );
8666}

References character_takes_damage, g, Creature::get_all_body_parts(), Creature::get_part_hp_cur(), getID(), has_trait(), Creature::is_dead_state(), Creature::mod_pain(), Creature::mod_part_hp_cur(), on_hurt(), and trait_DEBUG_NODMG.

Referenced by trapfunc::drain(), player::hardcoded_effects(), marloss_common(), trapfunc::pit(), map::player_in_field(), game::process_artifact(), regen(), map::shake_vehicle(), suffer_from_bad_bionics(), suffer_from_radiation(), trapfunc::tripwire(), and try_reject_mutagen().

◆ i_add()

item & Character::i_add ( item  it,
bool  should_stack = true 
)

Definition at line 2319 of file character.cpp.

2320{
2321 itype_id item_type_id = it.typeId();
2322 last_item = item_type_id;
2323
2324 if( it.is_food() || it.is_ammo() || it.is_gun() || it.is_armor() ||
2325 it.is_book() || it.is_tool() || it.is_melee() || it.is_food_container() ) {
2326 inv.unsort();
2327 }
2328
2329 // if there's a desired invlet for this item type, try to use it
2330 bool keep_invlet = false;
2331 const invlets_bitset cur_inv = allocated_invlets();
2332 for( auto iter : inv.assigned_invlet ) {
2333 if( iter.second == item_type_id && !cur_inv[iter.first] ) {
2334 it.invlet = iter.first;
2335 keep_invlet = true;
2336 break;
2337 }
2338 }
2339 auto &item_in_inv = inv.add_item( it, keep_invlet, true, should_stack );
2340 item_in_inv.on_pickup( *this );
2341 cached_info.erase( "reloadables" );
2342 return item_in_inv;
2343}
itype_id last_item
Definition: character.h:1584
std::map< std::string, double > cached_info
Definition: character.h:2135
std::bitset< std::numeric_limits< char >::max()> allocated_invlets() const
Only use for UI things.
Definition: character.cpp:2538
std::map< char, itype_id > assigned_invlet
Definition: inventory.h:99
bool is_food_container() const
Definition: item.cpp:6447
bool is_book() const
Definition: item.cpp:6548
void on_pickup(Character &p)
Callback when a player starts carrying the item.
Definition: item.cpp:4396
bool is_melee(damage_type dt) const
Is this item an effective melee weapon for the given damage type?
Definition: item.cpp:6516

References inventory::add_item(), allocated_invlets(), inventory::assigned_invlet, cached_info, inv, item::invlet, item::is_ammo(), item::is_armor(), item::is_book(), item::is_food(), item::is_food_container(), item::is_gun(), item::is_melee(), item::is_tool(), last_item, item::on_pickup(), item::typeId(), and inventory::unsort().

Referenced by player::add_or_drop_with_msg(), iuse::adrenaline_injector(), iuse::arrow_flammable(), debug_menu::debug(), fetch_activity(), give_item_to(), handle_harvest(), i_add_or_drop(), mount_creature(), npc::mug_player(), iuse::multicooker(), item_location::impl::item_on_map::obtain(), item_location::impl::item_on_person::obtain(), item_location::impl::item_on_vehicle::obtain(), item_location::impl::item_in_container::obtain(), pick_one_up(), npc::pick_up_item(), iuse::purify_smart(), iuse::radiocar(), item::reload(), mattack::riotbot(), talk_effect_fun_t::set_bulk_trade_accept(), set_item_inventory(), talk_effect_fun_t::set_u_buy_item(), talk_effect_fun_t::set_u_sell_item(), gun_actor::shoot(), avatar::steal(), npc::stow_item(), npc_trading::transfer_items(), ammobelt_actor::use(), iuse::vaccine(), and game::wield().

◆ i_add_or_drop()

bool Character::i_add_or_drop ( item it,
int  qty = 1 
)

Sets invlet and adds to inventory if possible, drops otherwise, returns true if either succeeded.

An optional qty can be provided (and will perform better than separate calls).

Definition at line 2457 of file character.cpp.

2458{
2459 bool retval = true;
2460 bool drop = it.made_of( LIQUID );
2461 bool add = it.is_gun() || !it.is_irremovable();
2462 inv.assign_empty_invlet( it, *this );
2463 map &here = get_map();
2464 for( int i = 0; i < qty; ++i ) {
2465 drop |= !can_pick_weight( it, !get_option<bool>( "DANGEROUS_PICKUPS" ) ) || !can_pick_volume( it );
2466 if( drop ) {
2467 retval &= !here.add_item_or_charges( pos(), it ).is_null();
2468 } else if( add ) {
2469 i_add( it );
2470 }
2471 }
2472
2473 return retval;
2474}
item & i_add(item it, bool should_stack=true)
Definition: character.cpp:2319
bool can_pick_volume(const item &it) const
Definition: character.cpp:2878
void assign_empty_invlet(item &it, const Character &p, bool force=false)
Definition: inventory.cpp:1148
bool is_irremovable() const
Definition: item.cpp:6614
type add(type dir1, type dir2)
Returns a sum of two numbers.
Definition: overmap.cpp:4174

References om_direction::add(), map::add_item_or_charges(), inventory::assign_empty_invlet(), can_pick_volume(), can_pick_weight(), drop(), get_map(), i_add(), inv, item::is_gun(), item::is_irremovable(), item::is_null(), LIQUID, item::made_of(), and pos().

Referenced by activate_mutation(), salvage_actor::cut_up(), drop_or_handle(), heal_actor::finish_using(), player::gunmod_remove(), item_contents::handle_liquid_or_spill(), iexamine::pedestal_wyrm(), item::reload(), remove_radio_mod(), player::unload(), consume_drug_iuse::use(), bandolier_actor::use(), iexamine::vending(), and debug_menu::wishitem().

◆ i_add_to_container()

int Character::i_add_to_container ( const item it,
bool  unloading 
)

Try to find a container/s on character containing ammo of type it.typeId() and add charges until the container is full.

Parameters
unloadingDo not try to add to a container when the item was intentionally unloaded.
Returns
Remaining charges which could not be stored in a container.

Definition at line 2283 of file character.cpp.

2284{
2285 int charges = it.charges;
2286 if( !it.is_ammo() || unloading ) {
2287 return charges;
2288 }
2289
2290 const itype_id item_type = it.typeId();
2291 auto add_to_container = [&it, &charges]( item & container ) {
2292 auto &contained_ammo = container.contents.front();
2293 if( contained_ammo.charges < container.ammo_capacity() ) {
2294 const int diff = container.ammo_capacity() - contained_ammo.charges;
2295 //~ %1$s: item name, %2$s: container name
2296 add_msg( pgettext( "container", "You put the %1$s in your %2$s." ), it.tname(), container.tname() );
2297 if( diff > charges ) {
2298 contained_ammo.charges += charges;
2299 return 0;
2300 } else {
2301 contained_ammo.charges = container.ammo_capacity();
2302 return charges - diff;
2303 }
2304 }
2305 return charges;
2306 };
2307
2308 visit_items( [ & ]( item * item ) {
2309 if( charges > 0 && item->is_ammo_container() && item_type == item->contents.front().typeId() ) {
2310 charges = add_to_container( *item );
2311 item->handle_pickup_ownership( *this );
2312 }
2313 return VisitResponse::NEXT;
2314 } );
2315
2316 return charges;
2317}
bool is_ammo_container() const
Definition: item.cpp:6501

References add_msg(), item::charges, item::contents, item_contents::front(), item::is_ammo(), item::is_ammo_container(), NEXT, pgettext(), item::tname(), item::typeId(), and visitable< Character >::visit_items().

Referenced by player::add_or_drop_with_msg(), and pick_one_up().

◆ i_at() [1/2]

◆ i_at() [2/2]

const item & Character::i_at ( int  position) const

Definition at line 2383 of file character.cpp.

2384{
2385 if( position == -1 ) {
2386 return weapon;
2387 }
2388 if( position < -1 ) {
2389 int worn_index = worn_position_to_index( position );
2390 if( static_cast<size_t>( worn_index ) < worn.size() ) {
2391 auto iter = worn.begin();
2392 std::advance( iter, worn_index );
2393 return *iter;
2394 }
2395 }
2396
2397 return inv.find_item( position );
2398}
const item & find_item(int position) const
Definition: inventory.cpp:797

References inventory::find_item(), inv, position, weapon, worn, and worn_position_to_index().

◆ i_rem() [1/2]

item Character::i_rem ( const item it)

Remove a specific item from player possession.

The item is compared by pointer. Contents of the item are removed as well.

Parameters
itA pointer to the item to be removed. The item must exists in the players possession (one can use has_item to check for this).
Returns
A copy of the removed item.

Definition at line 2440 of file character.cpp.

2441{
2442 auto tmp = remove_items_with( [&it]( const item & i ) {
2443 return &i == it;
2444 }, 1 );
2445 if( tmp.empty() ) {
2446 debugmsg( "did not found item %s to remove it!", it->tname() );
2447 return item();
2448 }
2449 return tmp.front();
2450}
std::list< item > remove_items_with(const std::function< bool(const item &)> &filter, int count=INT_MAX)
Removes items contained by this instance which match the filter.

References debugmsg, visitable< Character >::remove_items_with(), and item::tname().

◆ i_rem() [2/2]

item Character::i_rem ( int  pos)

Remove a specific item from player possession.

The item is compared by pointer. Contents of the item are removed as well.

Parameters
posThe item position of the item to be removed. The item must exists, use has_item to check this.
Returns
A copy of the removed item.

Definition at line 2422 of file character.cpp.

2423{
2424 item tmp;
2425 if( pos == -1 ) {
2426 tmp = weapon;
2427 weapon = item();
2428 return tmp;
2429 } else if( pos < -1 && pos > worn_position_to_index( worn.size() ) ) {
2430 auto iter = worn.begin();
2431 std::advance( iter, worn_position_to_index( pos ) );
2432 tmp = *iter;
2433 tmp.on_takeoff( *this );
2434 worn.erase( iter );
2435 return tmp;
2436 }
2437 return inv.remove_item( pos );
2438}
item remove_item(const item *it)
Remove a specific item from the inventory.
Definition: inventory.cpp:715

References inv, item::on_takeoff(), pos(), inventory::remove_item(), weapon, worn, and worn_position_to_index().

Referenced by apply_damage(), mattack::bio_op_disarm(), iuse::blood_draw(), player::consume(), consume_charges(), player::disarm(), drop_invalid_inventory(), npc::drop_items(), iuse::fish_trap(), activity_handlers::gunmod_add_finish(), player::handle_gun_damage(), i_rem_keep_contents(), invoke_item(), activity_handlers::lockpicking_finish(), iuse::lumber(), npc::mug_player(), npc_throw(), pickup::obtain_and_tokenize_items(), iuse::radiocar(), player::reduce_charges(), avatar::steal(), player::store(), tidy_activity(), unpack_actor::use(), and avatar::wield().

◆ i_rem_keep_contents()

void Character::i_rem_keep_contents ( int  idx)

Definition at line 2452 of file character.cpp.

2453{
2454 i_rem( idx ).spill_contents( pos() );
2455}

References i_rem(), pos(), and item::spill_contents().

Referenced by damage_item(), and sew_advanced_actor::use().

◆ in_climate_control()

bool Character::in_climate_control ( )

Returns true if the player is in a climate controlled area or armor.

Definition at line 3822 of file character.cpp.

3823{
3824 bool regulated_area = false;
3825 // Check
3827 return true;
3828 }
3829 map &here = get_map();
3831 in_sleep_state() ) {
3832 return true;
3833 }
3834 for( auto &w : worn ) {
3835 if( w.has_flag( flag_CLIMATE_CONTROL.str() ) ) {
3836 return true;
3837 }
3838 }
3840 // save CPU and simulate acclimation.
3842 if( const optional_vpart_position vp = here.veh_at( pos() ) ) {
3843 // TODO: (?) Force player to scrounge together an AC unit
3844 regulated_area = (
3845 vp->is_inside() && // Already checks for opened doors
3846 vp->vehicle().total_power_w( true ) > 0 // Out of gas? No AC for you!
3847 );
3848 }
3849 // TODO: AC check for when building power is implemented
3850 last_climate_control_ret = regulated_area;
3851 if( !regulated_area ) {
3852 // Takes longer to cool down / warm up with AC, than it does to step outside and feel cruddy.
3853 next_climate_control_check += 40_turns;
3854 }
3855 } else {
3857 }
3858 return regulated_area;
3859}
static const flag_str_id flag_CLIMATE_CONTROL("CLIMATE_CONTROL")
static const bionic_id bio_climate("bio_climate")

References bio_climate, flag_CLIMATE_CONTROL, flag_FUNGUS(), get_map(), has_active_bionic(), map::has_flag_ter_or_furn(), has_trait(), in_sleep_state(), last_climate_control_ret, next_climate_control_check, pos(), string_id< T >::str(), trait_M_SKIN3, calendar::turn, map::veh_at(), and worn.

Referenced by update_bodytemp().

◆ in_sleep_state()

◆ in_species()

bool Character::in_species ( const species_id spec) const
overridevirtual

Reimplemented from Creature.

Definition at line 498 of file character.cpp.

499{
500 return spec == HUMAN;
501}
static const species_id HUMAN("HUMAN")

References HUMAN.

◆ initialize_stomach_contents()

void Character::initialize_stomach_contents ( )

Definition at line 195 of file stomach.cpp.

196{
198}

References stomach.

◆ install_bionics()

bool Character::install_bionics ( const itype type,
player installer,
bool  autodoc = false,
int  skill_level = -1 
)

Initialize all the values needed to start the operation player_activity.

Definition at line 2250 of file bionics.cpp.

2252{
2253 if( !type.bionic ) {
2254 debugmsg( "Tried to install NULL bionic" );
2255 return false;
2256 }
2257
2258 const bionic_id &bioid = type.bionic->id;
2259 const bionic_id &upbioid = bioid->upgraded_bionic;
2260 const int difficulty = type.bionic->difficulty;
2261 float adjusted_skill;
2262 int pl_skill;
2263 if( autodoc ) {
2264 adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
2267 skill_level );
2268 pl_skill = installer.bionics_pl_skill( skill_firstaid,
2271 skill_level );
2272 } else {
2273 adjusted_skill = installer.bionics_adjusted_skill( skill_electronics,
2276 skill_level );
2277 pl_skill = installer.bionics_pl_skill( skill_electronics,
2280 skill_level );
2281 }
2282 int chance_of_success = bionic_manip_cos( adjusted_skill, difficulty );
2283
2284 // Practice skills only if conducting manual installation
2285 if( !autodoc ) {
2286 installer.practice( skill_electronics, static_cast<int>( ( 100 - chance_of_success ) * 1.5 ) );
2287 installer.practice( skill_firstaid, static_cast<int>( ( 100 - chance_of_success ) * 1.0 ) );
2288 installer.practice( skill_mechanics, static_cast<int>( ( 100 - chance_of_success ) * 0.5 ) );
2289 }
2290
2291 int success = chance_of_success - rng( 0, 99 );
2292 if( installer.has_trait( trait_DEBUG_BIONICS ) ) {
2293 perform_install( bioid, upbioid, difficulty, success, pl_skill, "NOT_MED",
2294 bioid->canceled_mutations );
2295 return true;
2296 }
2297 assign_activity( ACT_OPERATION, to_moves<int>( difficulty * 20_minutes ) );
2298 activity.values.push_back( difficulty );
2299 activity.values.push_back( success );
2300 activity.values.push_back( units::to_joule( bioid->capacity ) );
2301 activity.values.push_back( pl_skill );
2302 activity.str_values.push_back( "install" );
2303 activity.str_values.push_back( bioid.str() );
2304
2305 if( installer.has_trait( trait_PROF_MED ) || installer.has_trait( trait_PROF_AUTODOC ) ) {
2306 activity.str_values.push_back( installer.disp_name( true ) );
2307 } else {
2308 activity.str_values.push_back( "NOT_MED" );
2309 }
2310 if( autodoc ) {
2311 activity.str_values.push_back( "true" );
2312 } else {
2313 activity.str_values.push_back( "false" );
2314 }
2315 for( const std::pair<const bodypart_str_id, int> &elem : bioid->occupied_bodyparts ) {
2316 add_effect( effect_under_op, difficulty * 20_minutes, elem.first->token, difficulty );
2317 }
2318
2319 return true;
2320}
static const activity_id ACT_OPERATION("ACT_OPERATION")
void perform_install(bionic_id bid, bionic_id upbid, int difficulty, int success, int pl_skill, const std::string &installer_name, const std::vector< trait_id > &trait_to_rem)
Success or failure of installation happens here.
Definition: bionics.cpp:2322
std::vector< std::string > str_values
void practice(const skill_id &id, int amount, int cap=99, bool suppress_warning=false)
This handles giving xp for a skill.
Definition: player.cpp:4005
constexpr value_type to_joule(const quantity< value_type, energy_in_joule_tag > &v)
Definition: units_energy.h:40
bionic_id upgraded_bionic
Id of another bionic which this bionic can upgrade.
Definition: bionics.h:125

References ACT_OPERATION, activity, Creature::add_effect(), assign_activity(), iexamine::autodoc(), bionic_manip_cos(), bionics_adjusted_skill(), bionics_pl_skill(), bionic_data::canceled_mutations, bionic_data::capacity, debugmsg, disp_name(), effect_under_op, has_trait(), bionic_data::occupied_bodyparts, perform_install(), player::practice(), rng(), skill_computer, skill_electronics, skill_firstaid, skill_mechanics, string_id< T >::str(), player_activity::str_values, behavior::success, units::to_joule(), trait_DEBUG_BIONICS, trait_PROF_AUTODOC, trait_PROF_MED, type, bionic_data::upgraded_bionic, and player_activity::values.

Referenced by iexamine::autodoc(), and install_bionic_actor::use().

◆ introduce_into_anesthesia()

void Character::introduce_into_anesthesia ( const time_duration duration,
player installer,
bool  needs_anesthesia 
)

Handles process of introducing patient into anesthesia during Autodoc operations.

Requires anesthesia kits or NOPAIN mutation

Definition at line 2841 of file bionics.cpp.

2843{
2844 if( installer.has_trait( trait_DEBUG_BIONICS ) ) {
2845 installer.add_msg_if_player( m_info,
2846 _( "You tell the pain to bug off and proceed with the operation." ) );
2847 return;
2848 }
2849 installer.add_msg_player_or_npc( m_info,
2850 _( "You set up the operation step-by-step, configuring the Autodoc to manipulate a CBM." ),
2851 _( "<npcname> sets up the operation, configuring the Autodoc to manipulate a CBM." ) );
2852
2854 _( "You settle into position, sliding your right wrist into the couch's strap." ),
2855 _( "<npcname> settles into position, sliding their wrist into the couch's strap." ) );
2856 if( needs_anesthesia ) {
2857 //post-threshold medical mutants do not fear operations.
2860 _( "You feel excited as the operation starts." ) );
2861 }
2862
2864 _( "You feel a tiny pricking sensation in your right arm, and lose all sensation before abruptly blacking out." ) );
2865
2866 //post-threshold medical mutants with Deadened don't need anesthesia due to their inability to feel pain
2867 } else {
2868 //post-threshold medical mutants do not fear operations.
2871 _( "You feel excited as the Autodoc slices painlessly into you. You enjoy the sight of scalpels slicing you apart." ) );
2872 } else {
2874 _( "You stay very, very still, focusing intently on an interesting stain on the ceiling, as the Autodoc slices painlessly into you." ) );
2875 }
2876 }
2877
2878 //Pain junkies feel sorry about missed pain from operation.
2882 _( "As your consciousness slips away, you feel regret that you won't be able to enjoy the operation." ) );
2883 }
2884
2885 if( has_effect( effect_narcosis ) ) {
2886 const time_duration remaining_time = get_effect_dur( effect_narcosis );
2887 if( remaining_time <= duration ) {
2888 const time_duration top_off_time = duration - remaining_time;
2889 add_effect( effect_narcosis, top_off_time );
2890 fall_asleep( top_off_time );
2891 }
2892 } else {
2893 add_effect( effect_narcosis, duration );
2894 fall_asleep( duration );
2895 }
2896}
static const efftype_id effect_narcosis("narcosis")
static const trait_id trait_THRESH_MEDICAL("THRESH_MEDICAL")
static const trait_id trait_MASOCHIST_MED("MASOCHIST_MED")
static const trait_id trait_CENOBITE("CENOBITE")
static const trait_id trait_MASOCHIST("MASOCHIST")
void add_msg_player_or_npc(const std::string &player_msg, const std::string &npc_str) const override
Definition: player.cpp:4373
void add_msg_if_player(const std::string &msg) const override
Definition: player.cpp:4368

References _, Creature::add_effect(), Creature::add_msg_if_player(), player::add_msg_if_player(), Creature::add_msg_player_or_npc(), player::add_msg_player_or_npc(), effect_narcosis, fall_asleep(), Creature::get_effect_dur(), Creature::has_effect(), has_trait(), m_info, m_mixed, trait_CENOBITE, trait_DEBUG_BIONICS, trait_MASOCHIST, trait_MASOCHIST_MED, and trait_THRESH_MEDICAL.

Referenced by iexamine::autodoc().

◆ inv_dump()

std::vector< item * > Character::inv_dump ( )

Definition at line 8952 of file character.cpp.

8953{
8954 std::vector<item *> ret;
8955 if( is_armed() && can_unwield( weapon ).success() ) {
8956 ret.push_back( &weapon );
8957 }
8958 for( auto &i : worn ) {
8959 ret.push_back( &i );
8960 }
8961 inv.dump( ret );
8962 return ret;
8963}
void dump(std::vector< item * > &dest)
Definition: inventory.cpp:788

References can_unwield(), inventory::dump(), inv, is_armed(), cata::hash64_detail::ret, behavior::success, weapon, and worn.

Referenced by npc::apply_ownership_to_inv(), are_requirements_nearby(), npc::die(), generic_multi_activity_locations(), irradiate(), game::load(), item_action_generator::map_actions_to_items(), place_corpse(), conditional_t< T >::set_has_stolen_item(), sleep(), game::start_game(), and tidy_activity().

◆ invalidate_crafting_inventory()

◆ invlet_to_item()

item * Character::invlet_to_item ( int  invlet)

Return the item pointer of the item with given invlet, return nullptr if the player does not have such an item with that invlet.

Don't use this on npcs. Only use the invlet in the user interface, otherwise always use the item position.

Definition at line 2359 of file character.cpp.

2360{
2361 // Invlets may come from curses, which may also return any kind of key codes, those being
2362 // of type int and they can become valid, but different characters when casted to char.
2363 // Example: KEY_NPAGE (returned when the player presses the page-down key) is 0x152,
2364 // casted to char would yield 0x52, which happens to be 'R', a valid invlet.
2365 if( linvlet > std::numeric_limits<char>::max() || linvlet < std::numeric_limits<char>::min() ) {
2366 return nullptr;
2367 }
2368 const char invlet = static_cast<char>( linvlet );
2369 item *invlet_item = nullptr;
2370 visit_items( [&invlet, &invlet_item]( item * it ) {
2371 if( it->invlet == invlet ) {
2372 invlet_item = it;
2373 return VisitResponse::ABORT;
2374 }
2375 // Visit top-level items only as UIs don't support nested items.
2376 // Also, inventory restack logic depends on this.
2377 return VisitResponse::SKIP;
2378 } );
2379 return invlet_item;
2380}

References item::invlet, SKIP, and visitable< Character >::visit_items().

Referenced by pick_one_up(), player::reassign_item(), inventory::restack(), player::sort_armor(), and game_menus::inv::swap_letters().

◆ invoke_item() [1/4]

bool Character::invoke_item ( item used)
virtual

As above two, but with position equal to current position.

Reimplemented in avatar, npc, avatar, and npc.

Definition at line 7315 of file character.cpp.

7316{
7317 return invoke_item( used, pos() );
7318}

References invoke_item(), and pos().

◆ invoke_item() [2/4]

bool Character::invoke_item ( item used,
const std::string &  method 
)
virtual

Reimplemented in avatar, npc, avatar, and npc.

Definition at line 7325 of file character.cpp.

7326{
7327 return invoke_item( used, method, pos() );
7328}

References invoke_item(), and pos().

◆ invoke_item() [3/4]

bool Character::invoke_item ( item used,
const std::string &  method,
const tripoint pt 
)
virtual

As above, but with a pre-selected method.

Debugmsg if this item doesn't have this method.

Reimplemented in avatar, npc, and avatar.

Definition at line 7330 of file character.cpp.

7331{
7332 if( !has_enough_charges( *used, true ) ) {
7333 return false;
7334 }
7335
7336 item *actually_used = used->get_usable_item( method );
7337 if( actually_used == nullptr ) {
7338 debugmsg( "Tried to invoke a method %s on item %s, which doesn't have this method",
7339 method.c_str(), used->tname() );
7340 return false;
7341 }
7342
7343 int charges_used = actually_used->type->invoke( *this->as_player(), *actually_used, pt, method );
7344 if( charges_used == 0 ) {
7345 return false;
7346 }
7347 // Prevent accessing the item as it may have been deleted by the invoked iuse function.
7348
7349 if( used->is_tool() || used->is_medication() || used->get_contained().is_medication() ) {
7350 return consume_charges( *actually_used, charges_used );
7351 } else if( used->is_bionic() || used->is_deployable() || method == "place_trap" ) {
7352 i_rem( used );
7353 return true;
7354 }
7355
7356 return false;
7357}
bool has_enough_charges(const item &it, bool show_msg) const
Has the item enough charges to invoke its use function? Also checks if UPS from this player is used i...
Definition: character.cpp:7454
bool consume_charges(item &used, int qty)
Consume charges of a tool or comestible item, potentially destroying it in the process.
Definition: character.cpp:7508
bool is_deployable() const
Definition: item.cpp:6787
item * get_usable_item(const std::string &use_name)
Checks this item and its contents (recursively) for types that have use_function with type use_name.
Definition: item.cpp:7801
bool is_bionic() const
Definition: item.cpp:6391
int invoke(player &p, item &it, const tripoint &pos) const
Definition: itype.cpp:105

References Creature::as_player(), consume_charges(), debugmsg, item::get_contained(), item::get_usable_item(), has_enough_charges(), i_rem(), itype::invoke(), item::is_bionic(), item::is_deployable(), item::is_medication(), item::is_tool(), item::tname(), and item::type.

◆ invoke_item() [4/4]

bool Character::invoke_item ( item ,
const tripoint pt 
)
virtual

Asks how to use the item (if it has more than one use_method) and uses it.

Returns true if it destroys the item. Consumes charges from the item. Multi-use items are ONLY supported when all use_methods are iuse_actor!

Reimplemented in avatar, npc, avatar, and npc.

Definition at line 7320 of file character.cpp.

7321{
7322 return false;
7323}

Referenced by activate_bionic(), activate_mutation(), invoke_item(), avatar::invoke_item(), npc::invoke_item(), player::use(), and iexamine::use_furn_fake_item().

◆ irradiate()

bool Character::irradiate ( float  rads,
bool  bypass = false 
)

Handles mitigation and application of radiation.

Definition at line 1532 of file suffer.cpp.

1533{
1534 int rad_mut = 0;
1535 if( has_trait( trait_RADIOACTIVE3 ) ) {
1536 rad_mut = 3;
1537 } else if( has_trait( trait_RADIOACTIVE2 ) ) {
1538 rad_mut = 2;
1539 } else if( has_trait( trait_RADIOACTIVE1 ) ) {
1540 rad_mut = 1;
1541 }
1542
1543 if( rads > 0 ) {
1544 bool has_helmet = false;
1545 const bool power_armored = is_wearing_power_armor( &has_helmet );
1546 const bool rad_resist = power_armored || worn_with_flag( "RAD_RESIST" );
1547
1548 if( is_rad_immune() && !bypass ) {
1549 // Power armor and some high-tech gear protects completely from radiation
1550 rads = 0.0f;
1551 } else if( rad_resist && !bypass ) {
1552 rads /= 4.0f;
1553 }
1554
1555 if( has_effect( effect_iodine ) ) {
1556 // Radioactive mutation makes iodine less efficient (but more useful)
1557 rads *= 0.3f + 0.1f * rad_mut;
1558 }
1559
1560 int rads_max = roll_remainder( rads );
1561 mod_rad( rng( 0, rads_max ) );
1562
1563 // Apply rads to any radiation badges.
1564 for( item *const it : inv_dump() ) {
1565 if( it->typeId() != itype_rad_badge ) {
1566 continue;
1567 }
1568
1569 // Actual irradiation levels of badges and the player aren't precisely matched.
1570 // This is intentional.
1571 const int before = it->irradiation;
1572
1573 const int delta = rng( 0, rads_max );
1574 if( delta == 0 ) {
1575 continue;
1576 }
1577
1578 it->irradiation += delta;
1579
1580 // If in inventory (not worn), don't print anything.
1581 if( inv.has_item( *it ) ) {
1582 continue;
1583 }
1584
1585 // If the color hasn't changed, don't print anything.
1586 const std::string &col_before = rad_badge_color( before );
1587 const std::string &col_after = rad_badge_color( it->irradiation );
1588 if( col_before == col_after ) {
1589 continue;
1590 }
1591
1592 add_msg_if_player( m_warning, _( "Your radiation badge changes from %1$s to %2$s!" ),
1593 col_before, col_after );
1594 }
1595
1596 if( rads > 0.0f ) {
1597 return true;
1598 }
1599 }
1600 return false;
1601}
std::vector< item * > inv_dump()
Definition: character.cpp:8952
bool is_rad_immune() const
Returns true if the player is protected from radiation.
Definition: character.cpp:6255
std::string rad_badge_color(const int rad)
Definition: item.cpp:285
static const trait_id trait_RADIOACTIVE2("RADIOACTIVE2")
static const trait_id trait_RADIOACTIVE3("RADIOACTIVE3")
static const trait_id trait_RADIOACTIVE1("RADIOACTIVE1")
static const itype_id itype_rad_badge("rad_badge")
static const efftype_id effect_iodine("iodine")

References _, Creature::add_msg_if_player(), effect_iodine, Creature::has_effect(), visitable< T >::has_item(), has_trait(), inv, inv_dump(), is_rad_immune(), is_wearing_power_armor(), itype_rad_badge, m_warning, mod_rad(), rad_badge_color(), rng(), roll_remainder(), trait_RADIOACTIVE1, trait_RADIOACTIVE2, trait_RADIOACTIVE3, and worn_with_flag().

Referenced by trapfunc::glow(), modify_radiation(), map::player_in_field(), game::process_artifact(), mattack::science(), and suffer_from_radiation().

◆ is_armed()

◆ is_auto_moving()

bool Character::is_auto_moving ( ) const

Definition at line 10477 of file character.cpp.

10478{
10479 return destination_point.has_value();
10480}

References destination_point.

Referenced by game::handle_action(), and avatar_action::move().

◆ is_blind()

bool Character::is_blind ( ) const

◆ is_category_allowed() [1/2]

bool Character::is_category_allowed ( const std::string &  category) const

Definition at line 396 of file mutation.cpp.

397{
398 bool allowed = false;
399 bool restricted = false;
400 for( const trait_id &mut : get_mutations() ) {
401 for( const std::string &Ch_cat : mut.obj().allowed_category ) {
402 restricted = true;
403 if( Ch_cat == category ) {
404 allowed = true;
405 }
406 }
407 }
408 if( !restricted ) {
409 allowed = true;
410 }
411 return allowed;
412}

References get_mutations().

◆ is_category_allowed() [2/2]

bool Character::is_category_allowed ( const std::vector< std::string > &  category) const

Returns true if this category of mutation is allowed.

Definition at line 373 of file mutation.cpp.

374{
375 bool allowed = false;
376 bool restricted = false;
377 for( const trait_id &mut : get_mutations() ) {
378 if( !mut.obj().allowed_category.empty() ) {
379 restricted = true;
380 }
381 for( const std::string &Mu_cat : category ) {
382 if( mut.obj().allowed_category.count( Mu_cat ) ) {
383 allowed = true;
384 break;
385 }
386 }
387
388 }
389 if( !restricted ) {
390 allowed = true;
391 }
392 return allowed;
393
394}

References get_mutations().

Referenced by mutation_ok(), and old_mutate().

◆ is_deaf()

◆ is_elec_immune()

bool Character::is_elec_immune ( ) const
overridevirtual

Returns true is the player is protected from electric shocks.

Implements Creature.

Definition at line 6185 of file character.cpp.

6186{
6187 return is_immune_damage( DT_ELECTRIC );
6188}
bool is_immune_damage(damage_type) const override
Returns true if the player is immune to this kind of damage.
Definition: character.cpp:6212

References DT_ELECTRIC, and is_immune_damage().

Referenced by iuse::ehandcuffs(), is_immune_field(), and map::player_in_field().

◆ is_hauling()

bool Character::is_hauling ( ) const

Definition at line 9177 of file character.cpp.

9178{
9179 return hauling;
9180}
bool hauling
Definition: character.h:1576

References hauling.

Referenced by cancel_activity(), haul(), game::place_player(), avatar::set_movement_mode(), game::vertical_move(), and game::walk_move().

◆ is_hibernating()

bool Character::is_hibernating ( ) const

Returns if the player has hibernation mutation and is asleep and well fed.

Definition at line 5137 of file character.cpp.

References effect_sleep, get_kcal_percent(), get_thirst(), has_active_mutation(), Creature::has_effect(), trait_HIBERNATE, and very_thirsty.

Referenced by calc_needs_rates(), and update_needs().

◆ is_immune_damage()

bool Character::is_immune_damage ( damage_type  dt) const
overridevirtual

Returns true if the player is immune to this kind of damage.

Implements Creature.

Definition at line 6212 of file character.cpp.

6213{
6214 switch( dt ) {
6215 case DT_NULL:
6216 return true;
6217 case DT_TRUE:
6218 return false;
6219 case DT_BIOLOGICAL:
6220 return has_effect_with_flag( "EFFECT_BIO_IMMUNE" ) ||
6221 worn_with_flag( "BIO_IMMUNE" );
6222 case DT_BASH:
6223 return has_effect_with_flag( "EFFECT_BASH_IMMUNE" ) ||
6224 worn_with_flag( "BASH_IMMUNE" );
6225 case DT_CUT:
6226 return has_effect_with_flag( "EFFECT_CUT_IMMUNE" ) ||
6227 worn_with_flag( "CUT_IMMUNE" );
6228 case DT_ACID:
6229 return has_trait( trait_ACIDPROOF ) ||
6230 has_effect_with_flag( "EFFECT_ACID_IMMUNE" ) ||
6231 worn_with_flag( "ACID_IMMUNE" );
6232 case DT_STAB:
6233 return has_effect_with_flag( "EFFECT_STAB_IMMUNE" ) ||
6234 worn_with_flag( "STAB_IMMUNE" );
6235 case DT_BULLET:
6236 return has_effect_with_flag( "EFFECT_BULLET_IMMUNE" ) || worn_with_flag( "BULLET_IMMUNE" );
6237 case DT_HEAT:
6238 return has_trait( trait_M_SKIN2 ) ||
6240 has_effect_with_flag( "EFFECT_HEAT_IMMUNE" ) ||
6241 worn_with_flag( "HEAT_IMMUNE" );
6242 case DT_COLD:
6243 return has_effect_with_flag( "EFFECT_COLD_IMMUNE" ) ||
6244 worn_with_flag( "COLD_IMMUNE" );
6245 case DT_ELECTRIC:
6246 return has_active_bionic( bio_faraday ) ||
6247 worn_with_flag( "ELECTRIC_IMMUNE" ) ||
6249 has_effect_with_flag( "EFFECT_ELECTRIC_IMMUNE" );
6250 default:
6251 return true;
6252 }
6253}
static const trait_id trait_ACIDPROOF("ACIDPROOF")
static const trait_id trait_M_SKIN2("M_SKIN2")
static const bionic_id bio_faraday("bio_faraday")
@ AEP_RESIST_ELECTRICITY
Definition: enums.h:117

References AEP_RESIST_ELECTRICITY, bio_faraday, DT_ACID, DT_BASH, DT_BIOLOGICAL, DT_BULLET, DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, DT_NULL, DT_STAB, DT_TRUE, has_active_bionic(), has_artifact_with(), Creature::has_effect_with_flag(), has_trait(), trait_ACIDPROOF, trait_M_SKIN2, trait_M_SKIN3, and worn_with_flag().

Referenced by player::immune_to(), is_elec_immune(), and is_immune_effect().

◆ is_immune_effect()

bool Character::is_immune_effect ( const efftype_id eff) const
overridevirtual

Returns true if the player is immune to this kind of effect.

Implements Creature.

Definition at line 6190 of file character.cpp.

6191{
6192 if( eff == effect_downed ) {
6194 } else if( eff == effect_onfire ) {
6195 return is_immune_damage( DT_HEAT );
6196 } else if( eff == effect_deaf ) {
6198 has_bionic( bio_ears ) ||
6200 } else if( eff == effect_corroding ) {
6202 } else if( eff == effect_nausea ) {
6204 } else if( eff == effect_bleed ) {
6205 // Ugly, it was badly implemented and should be a flag
6206 return mutation_value( "bleed_resist" ) > 0.0f;
6207 }
6208
6209 return false;
6210}
static const trait_id trait_SLIMY("SLIMY")
static const trait_id trait_LEG_TENT_BRACE("LEG_TENT_BRACE")
static const trait_id trait_STRONGSTOMACH("STRONGSTOMACH")
static const itype_id itype_rm13_armor_on("rm13_armor_on")
static const efftype_id effect_corroding("corroding")
static const trait_id trait_VISCOUS("VISCOUS")
static const std::string flag_PARTIAL_DEAF("PARTIAL_DEAF")
static const efftype_id effect_nausea("nausea")
double footwear_factor() const
Returns 1 if the player is wearing something on both feet, .5 if on one, and 0 if on neither.
Definition: character.cpp:8928
bool is_throw_immune() const
Returns true if the player is immune to throws.

References bio_ears, DT_ACID, DT_HEAT, effect_bleed, effect_corroding, effect_deaf, effect_downed, effect_nausea, effect_onfire, flag_DEAF(), flag_PARTIAL_DEAF(), footwear_factor(), has_bionic(), has_trait(), is_immune_damage(), is_throw_immune(), is_wearing(), itype_rm13_armor_on, mutation_value(), trait_LEG_TENT_BRACE, trait_SLIMY, trait_STRONGSTOMACH, trait_VISCOUS, and worn_with_flag().

Referenced by sounds::process_sound_markers().

◆ is_immune_field()

bool Character::is_immune_field ( const field_type_id ) const
overridevirtual

Returns true if we are immune to the field type with the given fid.

Does not handle intensity, so this function should only be called through is_dangerous_field().

Reimplemented from Creature.

Definition at line 6144 of file character.cpp.

6145{
6146 // Obviously this makes us invincible
6147 if( has_trait( trait_DEBUG_NODMG ) ) {
6148 return true;
6149 }
6150 // Check to see if we are immune
6151 const field_type &ft = fid.obj();
6152 for( const trait_id &t : ft.immunity_data_traits ) {
6153 if( has_trait( t ) ) {
6154 return true;
6155 }
6156 }
6157 bool immune_by_body_part_resistance = !ft.immunity_data_body_part_env_resistance.empty();
6158 for( const std::pair<body_part, int> &fide : ft.immunity_data_body_part_env_resistance ) {
6159 immune_by_body_part_resistance = immune_by_body_part_resistance &&
6160 get_env_resist( convert_bp( fide.first ).id() ) >= fide.second;
6161 }
6162 if( immune_by_body_part_resistance ) {
6163 return true;
6164 }
6165 if( ft.has_elec ) {
6166 return is_elec_immune();
6167 }
6168 if( ft.has_fire ) {
6170 }
6171 if( ft.has_acid ) {
6172 return !is_on_ground() && get_env_resist( bodypart_id( "foot_l" ) ) >= 15 &&
6173 get_env_resist( bodypart_id( "foot_r" ) ) >= 15 &&
6174 get_env_resist( bodypart_id( "leg_l" ) ) >= 15 &&
6175 get_env_resist( bodypart_id( "leg_r" ) ) >= 15 &&
6176 get_armor_type( DT_ACID, bodypart_id( "foot_l" ) ) >= 5 &&
6177 get_armor_type( DT_ACID, bodypart_id( "foot_r" ) ) >= 5 &&
6178 get_armor_type( DT_ACID, bodypart_id( "leg_l" ) ) >= 5 &&
6179 get_armor_type( DT_ACID, bodypart_id( "leg_r" ) ) >= 5;
6180 }
6181 // If we haven't found immunity yet fall up to the next level
6182 return Creature::is_immune_field( fid );
6183}
static const bionic_id bio_heatsink("bio_heatsink")
bool is_elec_immune() const override
Returns true is the player is protected from electric shocks.
Definition: character.cpp:6185
bool is_on_ground() const override
Returns true if the player is knocked over or has broken legs.
Definition: character.cpp:957
int get_env_resist(bodypart_id bp) const override
Returns overall env_resist on a body_part.
Definition: character.cpp:7126
virtual bool is_immune_field(const field_type_id &) const
Returns true if we are immune to the field type with the given fid.
Definition: creature.h:325
std::vector< trait_id > immunity_data_traits
Definition: field_type.h:172
bool has_elec
Definition: field_type.h:164
bool has_acid
Definition: field_type.h:163
bool has_fire
Definition: field_type.h:162
std::vector< std::pair< body_part, int > > immunity_data_body_part_env_resistance
Definition: field_type.h:173

References bio_heatsink, convert_bp(), DT_ACID, get_armor_type(), get_env_resist(), field_type::has_acid, has_active_bionic(), field_type::has_elec, field_type::has_fire, has_trait(), string_id< T >::id(), field_type::immunity_data_body_part_env_resistance, field_type::immunity_data_traits, is_elec_immune(), Creature::is_immune_field(), is_on_ground(), is_wearing(), itype_rm13_armor_on, int_id< T >::obj(), and trait_DEBUG_NODMG.

◆ is_invisible()

bool Character::is_invisible ( ) const

Definition at line 6343 of file character.cpp.

6344{
6345 return (
6350 );
6351}
static const std::string flag_EFFECT_INVISIBLE("EFFECT_INVISIBLE")
static const trait_id trait_DEBUG_CLOAK("DEBUG_CLOAK")
bool is_wearing_active_optcloak() const
Returns true if the player is wearing an active optical cloak.
Definition: character.cpp:3812
@ AEP_INVISIBLE
Definition: enums.h:110

References AEP_INVISIBLE, flag_EFFECT_INVISIBLE(), has_artifact_with(), Creature::has_effect_with_flag(), has_trait(), is_wearing_active_optcloak(), and trait_DEBUG_CLOAK.

Referenced by visibility().

◆ is_limb_broken()

bool Character::is_limb_broken ( const bodypart_id limb) const

◆ is_limb_disabled()

bool Character::is_limb_disabled ( const bodypart_id limb) const

Returns true if the limb is disabled(12.5% or less hp)

Definition at line 1315 of file character.cpp.

1316{
1317 return get_part_hp_cur( limb ) <= get_part_hp_max( limb ) * .125;
1318}

References Creature::get_part_hp_cur(), and Creature::get_part_hp_max().

Referenced by get_working_arm_count().

◆ is_limb_hindered()

bool Character::is_limb_hindered ( hp_part  limb) const

Returns true if the limb is hindered(40% or less hp)

◆ is_max_power()

bool Character::is_max_power ( ) const

Definition at line 2002 of file character.cpp.

2003{
2004 return power_level >= max_power_level;
2005}

References max_power_level, and power_level.

Referenced by feed_furnace_with().

◆ is_mounted()

bool Character::is_mounted ( ) const

Definition at line 1138 of file character.cpp.

1139{
1141}

References effect_riding, Creature::has_effect(), and mounted_creature.

Referenced by activate_bionic(), cata_event_dispatch::avatar_moves(), best_nearby_lifting_assist(), iuse::blood_draw(), iuse::boltcutters(), iuse::burrow(), can_install_bionics(), map::can_move_furniture(), cauterize_actor::can_use(), enzlave_actor::can_use(), musical_instrument_actor::can_use(), install_bionic_actor::can_use(), repair_item_actor::can_use_tool(), player::can_wield(), iuse::capture_monster_act(), iuse::capture_monster_veh(), debug_menu::character_edit_menu(), check_mount_is_spooked(), check_mount_will_move(), iuse::chop_logs(), iuse::chop_tree(), iuse::clear_rubble(), iuse::craft(), iuse::crowbar(), iuse::cut_log_into_planks(), npc::die(), iuse::dig(), iuse::dig_channel(), iuse::disassemble(), dismount(), game::do_turn(), iuse::einktabletpc(), game::examine(), iuse::fill_pit(), player::fire_gun(), iuse::fish_trap(), iuse::fishing_rod(), iuse::gun_repair(), ranged::gunmode_checks_weapon(), iuse::hacksaw(), iuse::hairkit(), iuse::hammer(), game::handle_action(), has_charges(), iuse::jackhammer(), iuse::ladder(), player::list_ammo(), iuse::lumber(), iuse::makemound(), iuse::meditate(), melee_attack(), iuse::mind_splicer(), mine_activity(), iuse::mop(), avatar_action::move(), npc::move_to(), game::npc_menu(), game::on_move_effects(), overmap_sight_range(), iuse::oxytorch(), perform_technique(), iuse::pickaxe(), npc::place_on_map(), game::place_player(), game::place_player_overmap(), avatar_action::plthrow(), iuse::portable_game(), iuse::portal(), game::prompt_dangerous_tile(), recalc_sight_limits(), player::reset_stats(), iuse::rpgdie(), run_cost(), avatar::set_movement_mode(), iuse::shavekit(), iuse::siphon(), sleep(), smash(), store(), avatar_action::swim(), swim_speed(), iuse::teleport(), player::throw_item(), throw_range(), trapfunc::tripwire(), iuse::unfold_generic(), unfold_vehicle_iuse::use(), pick_lock_actor::use(), deploy_furn_actor::use(), cauterize_actor::use(), enzlave_actor::use(), musical_instrument_actor::use(), heal_actor::use(), place_trap_actor::use(), deploy_tent_actor::use(), sew_advanced_actor::use(), weigh_self_actor::use(), use_charges(), game::vertical_move(), iuse::vibe(), game::walk_move(), iuse::wash_hard_items(), wash_items(), iuse::wash_soft_items(), iuse::water_purifier(), weight_capacity(), and npc::worker_downtime().

◆ is_on_ground()

bool Character::is_on_ground ( ) const
overridevirtual

Returns true if the player is knocked over or has broken legs.

Implements Creature.

Definition at line 957 of file character.cpp.

958{
960}

References effect_downed, get_working_leg_count(), and Creature::has_effect().

Referenced by is_immune_field(), map::player_in_field(), and game::walk_move().

◆ is_quiet()

bool Character::is_quiet ( ) const

Returns true if the player has quiet melee attacks.

Definition at line 1182 of file martialarts.cpp.

1183{
1184 return search_ma_buff_effect( *effects, []( const ma_buff & b, const effect & ) {
1185 return b.is_quiet();
1186 } );
1187}

References b, Creature::effects, and search_ma_buff_effect().

Referenced by melee_attack().

◆ is_rad_immune()

bool Character::is_rad_immune ( ) const

Returns true if the player is protected from radiation.

Definition at line 6255 of file character.cpp.

6256{
6257 bool has_helmet = false;
6258 return ( is_wearing_power_armor( &has_helmet ) && has_helmet ) || worn_with_flag( "RAD_PROOF" );
6259}

References is_wearing_power_armor(), and worn_with_flag().

Referenced by irradiate(), and suffer_from_radiation().

◆ is_snuggling()

std::string Character::is_snuggling ( ) const

Checks to see if the player is using floor items to keep warm, and return the name of one such item if so.

Definition at line 9318 of file character.cpp.

9319{
9320 map &here = get_map();
9321 auto begin = here.i_at( pos() ).begin();
9322 auto end = here.i_at( pos() ).end();
9323
9324 if( in_vehicle ) {
9325 if( const cata::optional<vpart_reference> vp = here.veh_at( pos() ).part_with_feature( VPFLAG_CARGO,
9326 false ) ) {
9327 vehicle *const veh = &vp->vehicle();
9328 const int cargo = vp->part_index();
9329 if( !veh->get_items( cargo ).empty() ) {
9330 begin = veh->get_items( cargo ).begin();
9331 end = veh->get_items( cargo ).end();
9332 }
9333 }
9334 }
9335 const item *floor_armor = nullptr;
9336 int ticker = 0;
9337
9338 // If there are no items on the floor, return nothing
9339 if( begin == end ) {
9340 return "nothing";
9341 }
9342
9343 for( auto candidate = begin; candidate != end; ++candidate ) {
9344 if( !candidate->is_armor() ) {
9345 continue;
9346 } else if( candidate->volume() > 250_ml && candidate->get_warmth() > 0 &&
9347 ( candidate->covers( bp_torso ) || candidate->covers( bp_leg_l ) ||
9348 candidate->covers( bp_leg_r ) ) ) {
9349 floor_armor = &*candidate;
9350 ticker++;
9351 }
9352 }
9353
9354 if( ticker == 0 ) {
9355 return "nothing";
9356 } else if( ticker == 1 ) {
9357 return floor_armor->type_name();
9358 } else if( ticker > 1 ) {
9359 return "many";
9360 }
9361
9362 return "nothing";
9363}
bool in_vehicle
Definition: character.h:1575
bool empty() const
Definition: item_stack.cpp:15

References item_stack::begin(), bp_leg_l, bp_leg_r, bp_torso, item_stack::empty(), item_stack::end(), vehicle::get_items(), get_map(), map::i_at(), in_vehicle, pos(), item::type_name(), map::veh_at(), vehicle::vehicle(), and VPFLAG_CARGO.

Referenced by fall_asleep().

◆ is_throw_immune()

bool Character::is_throw_immune ( ) const

Returns true if the player is immune to throws.

Definition at line 1176 of file martialarts.cpp.

1177{
1178 return search_ma_buff_effect( *effects, []( const ma_buff & b, const effect & ) {
1179 return b.is_throw_immune();
1180 } );
1181}

References b, Creature::effects, and search_ma_buff_effect().

Referenced by mattack::bio_op_takedown(), mattack::grab(), is_immune_effect(), mattack::thrown_by_judo(), and game::update_stair_monsters().

◆ is_visible_in_range()

bool Character::is_visible_in_range ( const Creature critter,
int  range 
) const
private

Check whether the other creature is in range and can be seen by this creature.

Parameters
critterCreature to check for visibility
rangeThe maximal distance (rl_dist), creatures at this distance or less are included.

Definition at line 10210 of file character.cpp.

10211{
10212 return sees( critter ) && rl_dist( pos(), critter.pos() ) <= range;
10213}

References Creature::pos(), pos(), rl_dist(), and sees().

◆ is_warm()

bool Character::is_warm ( ) const
overridevirtual

Reimplemented from Creature.

Definition at line 503 of file character.cpp.

504{
505 // TODO: is there a mutation (plant?) that makes a npc not warm blooded?
506 return true;
507}

◆ is_waterproof()

bool Character::is_waterproof ( const body_part_set parts) const

Definition at line 8988 of file character.cpp.

8989{
8990 return covered_with_flag( "WATERPROOF", parts );
8991}
bool covered_with_flag(const std::string &flag, const body_part_set &parts) const
Definition: character.cpp:8965

References covered_with_flag().

Referenced by drench().

◆ is_weak_to_water()

bool Character::is_weak_to_water ( ) const

Definition at line 414 of file mutation.cpp.

415{
416 for( const trait_id &mut : get_mutations() ) {
417 if( mut.obj().weakness_to_water > 0 ) {
418 return true;
419 }
420 }
421 return false;
422}

References get_mutations().

Referenced by drench().

◆ is_wearing()

bool Character::is_wearing ( const itype_id it) const

Returns true if the player is wearing the item.

Definition at line 3231 of file character.cpp.

3232{
3233 for( auto &i : worn ) {
3234 if( i.typeId() == it ) {
3235 return true;
3236 }
3237 }
3238 return false;
3239}

References worn.

Referenced by apply_persistent_morale(), iexamine::cardreader_foodplace(), get_shout_volume(), is_immune_effect(), is_immune_field(), mattack::nurse_assist(), map::player_in_field(), avatar_action::plthrow(), recalc_sight_limits(), conditional_t< T >::set_is_wearing(), shout(), npc::talk_to_u(), update_bodytemp(), iuse::vibe(), and game::walk_move().

◆ is_wearing_active_optcloak()

bool Character::is_wearing_active_optcloak ( ) const

Returns true if the player is wearing an active optical cloak.

Definition at line 3812 of file character.cpp.

3813{
3814 for( auto &w : worn ) {
3815 if( w.active && w.has_flag( flag_ACTIVE_CLOAKING ) ) {
3816 return true;
3817 }
3818 }
3819 return false;
3820}
static const std::string flag_ACTIVE_CLOAKING("ACTIVE_CLOAKING")

References flag_ACTIVE_CLOAKING(), and worn.

Referenced by player::basic_symbol_color(), and is_invisible().

◆ is_wearing_active_power_armor()

bool Character::is_wearing_active_power_armor ( ) const

Returns true if the character is wearing active power.

Definition at line 3802 of file character.cpp.

3803{
3804 for( const auto &w : worn ) {
3805 if( w.has_flag( flag_POWERARMOR_EXO ) && w.active ) {
3806 return true;
3807 }
3808 }
3809 return false;
3810}

References flag_POWERARMOR_EXO(), and worn.

◆ is_wearing_helmet()

bool Character::is_wearing_helmet ( ) const

Returns true if the character is wearing something occupying the helmet slot.

Definition at line 8891 of file character.cpp.

8892{
8893 for( const item &i : worn ) {
8894 if( i.covers( bp_head ) && !i.has_flag( flag_HELMET_COMPAT ) && !i.has_flag( flag_SKINTIGHT ) &&
8895 !i.has_flag( flag_PERSONAL ) && !i.has_flag( flag_AURA ) && !i.has_flag( flag_SEMITANGIBLE ) &&
8896 !i.has_flag( flag_OVERSIZE ) ) {
8897 return true;
8898 }
8899 }
8900 return false;
8901}

References bp_head, flag_AURA(), flag_HELMET_COMPAT(), flag_OVERSIZE(), flag_PERSONAL(), flag_SEMITANGIBLE(), flag_SKINTIGHT(), and worn.

Referenced by can_wear().

◆ is_wearing_on_bp()

bool Character::is_wearing_on_bp ( const itype_id it,
const bodypart_id bp 
) const

Returns true if the player is wearing the item on the given body part.

Definition at line 3241 of file character.cpp.

3242{
3243 for( auto &i : worn ) {
3244 if( i.typeId() == it && i.covers( bp->token ) ) {
3245 return true;
3246 }
3247 }
3248 return false;
3249}

References worn.

Referenced by shoe_type_count().

◆ is_wearing_power_armor()

bool Character::is_wearing_power_armor ( bool *  hasHelmet = nullptr) const

Returns true if the character is wearing power armor.

Definition at line 3777 of file character.cpp.

3778{
3779 bool result = false;
3780 for( auto &elem : worn ) {
3781 if( !elem.is_power_armor() ) {
3782 continue;
3783 }
3784 if( elem.has_flag( flag_POWERARMOR_EXO ) ) {
3785 result = true;
3786 if( hasHelmet == nullptr ) {
3787 // found power armor, helmet not requested, cancel loop
3788 return true;
3789 }
3790 }
3791 // found power armor, continue search for helmet
3792 if( elem.covers( bp_head ) ) {
3793 if( hasHelmet != nullptr ) {
3794 *hasHelmet = true;
3795 }
3796 return true;
3797 }
3798 }
3799 return result;
3800}

References bp_head, flag_POWERARMOR_EXO(), and worn.

Referenced by can_wear(), irradiate(), is_rad_immune(), power_rating(), and suffer_from_radiation().

◆ is_wearing_shoes()

bool Character::is_wearing_shoes ( const side which_side = side::BOTH) const

Returns true if the player is wearing something on their feet that is not SKINTIGHT.

Definition at line 8862 of file character.cpp.

8863{
8864 bool left = true;
8865 bool right = true;
8866 if( which_side == side::LEFT || which_side == side::BOTH ) {
8867 left = false;
8868 for( const item &worn_item : worn ) {
8869 if( worn_item.covers( bp_foot_l ) && !worn_item.has_flag( flag_BELTED ) &&
8870 !worn_item.has_flag( flag_PERSONAL ) && !worn_item.has_flag( flag_AURA ) &&
8871 !worn_item.has_flag( flag_SEMITANGIBLE ) && !worn_item.has_flag( flag_SKINTIGHT ) ) {
8872 left = true;
8873 break;
8874 }
8875 }
8876 }
8877 if( which_side == side::RIGHT || which_side == side::BOTH ) {
8878 right = false;
8879 for( const item &worn_item : worn ) {
8880 if( worn_item.covers( bp_foot_r ) && !worn_item.has_flag( flag_BELTED ) &&
8881 !worn_item.has_flag( flag_PERSONAL ) && !worn_item.has_flag( flag_AURA ) &&
8882 !worn_item.has_flag( flag_SEMITANGIBLE ) && !worn_item.has_flag( flag_SKINTIGHT ) ) {
8883 right = true;
8884 break;
8885 }
8886 }
8887 }
8888 return ( left && right );
8889}

References BOTH, bp_foot_l, bp_foot_r, flag_AURA(), flag_BELTED(), flag_PERSONAL(), flag_SEMITANGIBLE(), flag_SKINTIGHT(), LEFT, left, RIGHT, right, and worn.

Referenced by can_wear(), rooted_message(), and suffer_from_other_mutations().

◆ is_wielding()

◆ is_worn()

◆ item_encumb()

void Character::item_encumb ( std::array< encumbrance_data, num_bp > &  vals,
const item new_item 
) const
protected

Applies encumbrance from items only If new_item is not null, then calculate under the asumption that it is added to existing work items.

Definition at line 3952 of file character.cpp.

3954{
3955
3956 // reset all layer data
3957 vals = std::array<encumbrance_data, num_bp>();
3958
3959 // Figure out where new_item would be worn
3960 std::list<item>::const_iterator new_item_position = worn.end();
3961 if( !new_item.is_null() ) {
3962 // const_cast required to work around g++-4.8 library bug
3963 // see the commit that added this comment to understand why
3964 new_item_position =
3965 const_cast<Character *>( this )->position_to_wear_new_item( new_item );
3966 }
3967
3968 // Track highest layer observed so far so we can penalize out-of-order
3969 // items
3970 std::array<layer_level, num_bp> highest_layer_so_far;
3971 std::fill( highest_layer_so_far.begin(), highest_layer_so_far.end(),
3973
3974 for( auto w_it = worn.begin(); w_it != worn.end(); ++w_it ) {
3975 if( w_it == new_item_position ) {
3976 layer_item( vals, new_item, highest_layer_so_far, *this );
3977 }
3978 layer_item( vals, *w_it, highest_layer_so_far, *this );
3979 }
3980
3981 if( worn.end() == new_item_position && !new_item.is_null() ) {
3982 layer_item( vals, new_item, highest_layer_so_far, *this );
3983 }
3984
3985 // make sure values are sane
3986 for( const body_part bp : all_body_parts ) {
3987 encumbrance_data &elem = vals[bp];
3988
3989 elem.armor_encumbrance = std::max( 0, elem.armor_encumbrance );
3990
3991 // Add armor and layering penalties for the final values
3992 elem.encumbrance += elem.armor_encumbrance + elem.layer_penalty;
3993 }
3994}
static void layer_item(std::array< encumbrance_data, num_bp > &vals, const item &it, std::array< layer_level, num_bp > &highest_layer_so_far, const Character &c)
Definition: character.cpp:3735
std::list< item >::iterator position_to_wear_new_item(const item &new_item)
Return the position in the worn list where new_item would be put by default.
Definition: character.cpp:3923
@ PERSONAL_LAYER
Definition: enums.h:216
FMT_NOINLINE OutputIt fill(OutputIt it, size_t n, const fill_t< Char > &fill)

References all_body_parts, encumbrance_data::armor_encumbrance, encumbrance_data::encumbrance, detail::fill(), item::is_null(), layer_item(), encumbrance_data::layer_penalty, PERSONAL_LAYER, position_to_wear_new_item(), and worn.

Referenced by calc_encumbrance().

◆ item_handling_cost()

int Character::item_handling_cost ( const item it,
bool  penalties = true,
int  base_cost = INVENTORY_HANDLING_PENALTY 
) const

Calculate (but do not deduct) the number of moves required when handling (e.g.

storing, drawing etc.) an item

Parameters
itItem to calculate handling cost for
penaltiesWhether item volume and temporary effects (e.g. GRABBED, DOWNED) should be considered.
base_costCost due to storage type.
Returns
cost in moves ranging from 0 to MAX_HANDLING_COST

Definition at line 7565 of file character.cpp.

7566{
7567 int mv = base_cost;
7568 if( penalties ) {
7569 // 40 moves per liter, up to 200 at 5 liters
7570 mv += std::min( 200, it.volume() / 20_ml );
7571 }
7572
7573 if( weapon.typeId() == itype_e_handcuffs ) {
7574 mv *= 4;
7575 } else if( penalties && has_effect( effect_grabbed ) ) {
7576 mv *= 2;
7577 }
7578
7579 // For single handed items use the least encumbered hand
7580 if( it.is_two_handed( *this ) ) {
7581 mv += encumb( bp_hand_l ) + encumb( bp_hand_r );
7582 } else {
7583 mv += std::min( encumb( bp_hand_l ), encumb( bp_hand_r ) );
7584 }
7585
7586 return std::min( std::max( mv, 0 ), MAX_HANDLING_COST );
7587}
static const itype_id itype_e_handcuffs("e_handcuffs")
static constexpr int MAX_HANDLING_COST

References bp_hand_l, bp_hand_r, effect_grabbed, encumb(), Creature::has_effect(), item::is_two_handed(), itype_e_handcuffs, MAX_HANDLING_COST, item::typeId(), item::volume(), and weapon.

Referenced by dispose_item(), npc::dispose_item(), player::item_reload_cost(), item_store_cost(), item_wear_cost(), mill_activate(), mill_load_food(), avatar_action::plthrow(), iexamine::quern_examine(), smoker_activate(), smoker_load_food(), iexamine::smoker_options(), player::unload(), avatar::wield(), and player::wield_contents().

◆ item_store_cost()

int Character::item_store_cost ( const item it,
const item container,
bool  penalties = true,
int  base_cost = INVENTORY_HANDLING_PENALTY 
) const

Calculate (but do not deduct) the number of moves required when storing an item in a container.

Parameters
itItem to calculate storage cost for
containerContainer to store item in
penaltiesWhether item volume and temporary effects (e.g. GRABBED, DOWNED) should be considered.
base_costCost due to storage type.
Returns
cost in moves ranging from 0 to MAX_HANDLING_COST
Pistol decreases time taken to store a pistol Smg decreases time taken to store an SMG Rifle decreases time taken to store a rifle Shotgun decreases time taken to store a shotgun Launcher decreases time taken to store a launcher Stabbing decreases time taken to store a stabbing weapon Cutting decreases time taken to store a cutting weapon Bashing decreases time taken to store a bashing weapon

Definition at line 7589 of file character.cpp.

7591{
7592 /** @EFFECT_PISTOL decreases time taken to store a pistol */
7593 /** @EFFECT_SMG decreases time taken to store an SMG */
7594 /** @EFFECT_RIFLE decreases time taken to store a rifle */
7595 /** @EFFECT_SHOTGUN decreases time taken to store a shotgun */
7596 /** @EFFECT_LAUNCHER decreases time taken to store a launcher */
7597 /** @EFFECT_STABBING decreases time taken to store a stabbing weapon */
7598 /** @EFFECT_CUTTING decreases time taken to store a cutting weapon */
7599 /** @EFFECT_BASHING decreases time taken to store a bashing weapon */
7600 int lvl = get_skill_level( it.is_gun() ? it.gun_skill() : it.melee_skill() );
7601 return item_handling_cost( it, penalties, base_cost ) / ( ( lvl + 10.0f ) / 10.0f );
7602}

References get_skill_level(), item::gun_skill(), item::is_gun(), item_handling_cost(), and item::melee_skill().

Referenced by dispose_item(), npc::dispose_item(), and player::store().

◆ item_wear_cost()

int Character::item_wear_cost ( const item it) const

Calculate (but do not deduct) the number of moves required to wear an item.

Definition at line 7604 of file character.cpp.

7605{
7606 double mv = item_handling_cost( it );
7607
7608 switch( it.get_layer() ) {
7609 case PERSONAL_LAYER:
7610 break;
7611
7612 case UNDERWEAR_LAYER:
7613 mv *= 1.5;
7614 break;
7615
7616 case REGULAR_LAYER:
7617 break;
7618
7619 case WAIST_LAYER:
7620 case OUTER_LAYER:
7621 mv /= 1.5;
7622 break;
7623
7624 case BELTED_LAYER:
7625 mv /= 2.0;
7626 break;
7627
7628 case AURA_LAYER:
7629 break;
7630
7631 default:
7632 break;
7633 }
7634
7635 mv *= std::max( it.get_encumber( *this ) / 10.0, 1.0 );
7636
7637 return mv;
7638}
layer_level get_layer() const
Returns clothing layer for item.
Definition: item.cpp:5714
@ WAIST_LAYER
Definition: enums.h:222
@ UNDERWEAR_LAYER
Definition: enums.h:218
@ REGULAR_LAYER
Definition: enums.h:220
@ BELTED_LAYER
Definition: enums.h:226
@ AURA_LAYER
Definition: enums.h:228
@ OUTER_LAYER
Definition: enums.h:224

References AURA_LAYER, BELTED_LAYER, item::get_encumber(), item::get_layer(), item_handling_cost(), OUTER_LAYER, PERSONAL_LAYER, REGULAR_LAYER, UNDERWEAR_LAYER, and WAIST_LAYER.

Referenced by dispose_item(), and wear_item().

◆ item_with_best_of_quality()

item & Character::item_with_best_of_quality ( const quality_id qid)

Returns the item in the player's inventory with the highest of the specified quality.

Definition at line 9994 of file character.cpp.

9995{
9996 int maxq = max_quality( qid );
9997 auto items_with_quality = items_with( [qid]( const item & it ) {
9998 return it.has_quality( qid );
9999 } );
10000 for( item *it : items_with_quality ) {
10001 if( it->get_quality( qid ) == maxq ) {
10002 return *it;
10003 }
10004 }
10005 return null_item_reference();
10006}
int get_quality(const quality_id &id) const
Definition: item.cpp:5261

References item::get_quality(), visitable< T >::has_quality(), visitable< Character >::items_with(), visitable< Character >::max_quality(), and null_item_reference().

◆ item_worn_with_flag()

const item * Character::item_worn_with_flag ( const std::string &  flag,
const bodypart_id bp = bodypart_str_id::NULL_ID() 
) const

Returns the first worn item with a given flag.

Definition at line 3259 of file character.cpp.

3260{
3261 const item *it_with_flag = nullptr;
3262 for( const item &it : worn ) {
3263 if( it.has_flag( flag ) && ( bp == bodypart_str_id::NULL_ID() ||
3264 it.covers( bp->token ) ) ) {
3265 it_with_flag = &it;
3266 break;
3267 }
3268 }
3269 return it_with_flag;
3270}

References string_id< body_part_type >::NULL_ID(), and worn.

Referenced by burn_fuel().

◆ knows_trap()

bool Character::knows_trap ( const tripoint pos) const

Definition at line 10234 of file character.cpp.

10235{
10236 const tripoint p = get_map().getabs( pos );
10237 return known_traps.count( p ) > 0;
10238}

References get_map(), map::getabs(), known_traps, and pos().

Referenced by trap::can_see(), vehicle::handle_trap(), and player::search_surroundings().

◆ leak_level()

int Character::leak_level ( const std::string &  flag) const

Definition at line 1968 of file suffer.cpp.

1969{
1970 int leak_level = 0;
1971 leak_level = inv.leak_level( flag );
1972 return leak_level;
1973}
int leak_level(const std::string &flag) const
Definition: suffer.cpp:1968
int leak_level(const std::string &flag) const
Definition: inventory.cpp:896

References inv, leak_level(), and inventory::leak_level().

Referenced by iexamine::autodoc(), iuse::geiger(), leak_level(), and suffer_from_radiation().

◆ limb_color()

nc_color Character::limb_color ( const bodypart_id bp,
bool  bleed,
bool  bite,
bool  infect 
) const

Definition at line 6051 of file character.cpp.

6052{
6053 if( bp == bodypart_id( "num_bp" ) ) {
6054 return c_light_gray;
6055 }
6056 const body_part bp_token = bp->token;
6057 int color_bit = 0;
6058 nc_color i_color = c_light_gray;
6059 if( bleed && has_effect( effect_bleed, bp_token ) ) {
6060 color_bit += 1;
6061 }
6062 if( bite && has_effect( effect_bite, bp_token ) ) {
6063 color_bit += 10;
6064 }
6065 if( infect && has_effect( effect_infected, bp_token ) ) {
6066 color_bit += 100;
6067 }
6068 switch( color_bit ) {
6069 case 1:
6070 i_color = c_red;
6071 break;
6072 case 10:
6073 i_color = c_blue;
6074 break;
6075 case 100:
6076 i_color = c_green;
6077 break;
6078 case 11:
6079 i_color = c_magenta;
6080 break;
6081 case 101:
6082 i_color = c_yellow;
6083 break;
6084 }
6085
6086 return i_color;
6087}
#define c_magenta
Definition: color.h:25

References Creature::bleed(), c_blue, c_green, c_light_gray, c_magenta, c_red, c_yellow, effect_bite, effect_bleed, effect_infected, and Creature::has_effect().

Referenced by body_window(), draw_health_classic(), draw_limb2(), draw_limb_narrow(), draw_limb_wide(), extended_description(), and player::print_encumbrance().

◆ load()

void Character::load ( const JsonObject data)
protected

Gather variables for saving.

These variables are common to both the avatar and NPCs.

Definition at line 372 of file savegame_json.cpp.

373{
375 Creature::load( data );
376
377 if( !data.read( "posx", position.x ) ) { // uh-oh.
378 debugmsg( "BAD PLAYER/NPC JSON: no 'posx'?" );
379 }
380 data.read( "posy", position.y );
381 if( !data.read( "posz", position.z ) && g != nullptr ) {
382 position.z = g->get_levz();
383 }
384 // stats
385 data.read( "str_cur", str_cur );
386 data.read( "str_max", str_max );
387 data.read( "dex_cur", dex_cur );
388 data.read( "dex_max", dex_max );
389 data.read( "int_cur", int_cur );
390 data.read( "int_max", int_max );
391 data.read( "per_cur", per_cur );
392 data.read( "per_max", per_max );
393
394 data.read( "str_bonus", str_bonus );
395 data.read( "dex_bonus", dex_bonus );
396 data.read( "per_bonus", per_bonus );
397 data.read( "int_bonus", int_bonus );
398 data.read( "omt_path", omt_path );
399
400 data.read( "base_age", init_age );
401 data.read( "base_height", init_height );
402
403 data.read( "custom_profession", custom_profession );
404
405 // needs
406 data.read( "thirst", thirst );
407 data.read( "fatigue", fatigue );
408 data.read( "sleep_deprivation", sleep_deprivation );
409 data.read( "stored_calories", stored_calories );
410 data.read( "radiation", radiation );
411 data.read( "oxygen", oxygen );
412 data.read( "pkill", pkill );
413
414 data.read( "type_of_scent", type_of_scent );
415
416 if( data.has_array( "ma_styles" ) ) {
417 std::vector<matype_id> temp_styles;
418 data.read( "ma_styles", temp_styles );
419 bool temp_keep_hands_free = false;
420 data.read( "keep_hands_free", temp_keep_hands_free );
421 matype_id temp_selected_style;
422 data.read( "style_selected", temp_selected_style );
423 if( !temp_selected_style.is_valid() ) {
424 temp_selected_style = matype_id( "style_none" );
425 }
427 temp_styles, temp_selected_style, temp_keep_hands_free
428 ) );
429 } else {
430 data.read( "martial_arts_data", martial_arts_data );
431 }
432
433 JsonObject vits = data.get_object( "vitamin_levels" );
435 for( const std::pair<const vitamin_id, vitamin> &v : vitamin::all() ) {
436 if( vits.has_member( v.first.str() ) ) {
437 int lvl = vits.get_int( v.first.str() );
438 vitamin_levels[v.first] = clamp( lvl, v.first->min(), v.first->max() );
439 }
440 }
441 data.read( "consumption_history", consumption_history );
442 data.read( "activity", activity );
443 data.read( "destination_activity", destination_activity );
444 data.read( "stashed_outbounds_activity", stashed_outbounds_activity );
445 data.read( "stashed_outbounds_backlog", stashed_outbounds_backlog );
446 data.read( "backlog", backlog );
447 if( !backlog.empty() && !backlog.front().str_values.empty() && ( ( activity &&
448 activity.id() == activity_id( "ACT_FETCH_REQUIRED" ) ) || ( destination_activity &&
449 destination_activity.id() == activity_id( "ACT_FETCH_REQUIRED" ) ) ) ) {
450 requirement_data fetch_reqs;
451 data.read( "fetch_data", fetch_reqs );
452 const requirement_id req_id( backlog.front().str_values.back() );
453 requirement_data::save_requirement( fetch_reqs, req_id );
454 }
455 // npc activity on vehicles.
456 data.read( "activity_vehicle_part_index", activity_vehicle_part_index );
457 // health
458 data.read( "healthy", healthy );
459 data.read( "healthy_mod", healthy_mod );
460 data.read( "healed_24h", healed_total );
461
462 // status
463 temp_cur.fill( 5000 );
464 data.read( "temp_cur", temp_cur );
465
466 temp_conv.fill( 5000 );
467 data.read( "temp_conv", temp_conv );
468
469 frostbite_timer.fill( 0 );
470 data.read( "frostbite_timer", frostbite_timer );
471
472 body_wetness.fill( 0 );
473 data.read( "body_wetness", body_wetness );
474
475 //energy
476 data.read( "stim", stim );
477 data.read( "stamina", stamina );
478
479 data.read( "damage_bandaged", damage_bandaged );
480 data.read( "damage_disinfected", damage_disinfected );
481 data.read( "magic", magic );
482 JsonArray parray;
483
484 data.read( "underwater", underwater );
485
486 data.read( "traits", my_traits );
487 for( auto it = my_traits.begin(); it != my_traits.end(); ) {
488 const auto &tid = *it;
489 if( tid.is_valid() ) {
490 ++it;
491 } else {
492 debugmsg( "character %s has invalid trait %s, it will be ignored", name, tid.c_str() );
493 my_traits.erase( it++ );
494 }
495 }
496
497 data.read( "mutations", my_mutations );
498 for( auto it = my_mutations.begin(); it != my_mutations.end(); ) {
499 const trait_id &mid = it->first;
500 if( mid.is_valid() ) {
501 on_mutation_gain( mid );
502 cached_mutations.push_back( &mid.obj() );
503 ++it;
504 } else {
505 debugmsg( "character %s has invalid mutation %s, it will be ignored", name, mid.c_str() );
506 it = my_mutations.erase( it );
507 }
508 }
510
511 data.read( "my_bionics", *my_bionics );
512
513 for( auto &w : worn ) {
514 w.on_takeoff( *this );
515 }
516 worn.clear();
517 data.read( "worn", worn );
518 for( auto &w : worn ) {
519 on_item_wear( w );
520 }
521
522 if( data.has_array( "hp_cur" ) ) {
523 set_anatomy( anatomy_id( "human_anatomy" ) );
524 set_body();
525 std::array<int, 6> hp_cur;
526 data.read( "hp_cur", hp_cur );
527 std::array<int, 6> hp_max;
528 data.read( "hp_max", hp_max );
529 set_part_hp_max( bodypart_id( "head" ), hp_max[0] );
530 set_part_hp_cur( bodypart_id( "head" ), hp_cur[0] );
531
532 set_part_hp_max( bodypart_id( "torso" ), hp_max[1] );
533 set_part_hp_cur( bodypart_id( "torso" ), hp_cur[1] );
534
535 set_part_hp_max( bodypart_id( "arm_l" ), hp_max[2] );
536 set_part_hp_cur( bodypart_id( "arm_l" ), hp_cur[2] );
537
538 set_part_hp_max( bodypart_id( "arm_r" ), hp_max[3] );
539 set_part_hp_cur( bodypart_id( "arm_r" ), hp_cur[3] );
540
541 set_part_hp_max( bodypart_id( "leg_l" ), hp_max[4] );
542 set_part_hp_cur( bodypart_id( "leg_l" ), hp_cur[4] );
543
544 set_part_hp_max( bodypart_id( "leg_r" ), hp_max[5] );
545 set_part_hp_cur( bodypart_id( "leg_r" ), hp_cur[5] );
546 }
547
548
549 inv.clear();
550 if( data.has_member( "inv" ) ) {
551 JsonIn *invin = data.get_raw( "inv" );
552 inv.json_load_items( *invin );
553 }
554
556 data.read( "weapon", weapon );
557
558 data.read( "move_mode", move_mode );
559
560 if( has_effect( effect_riding ) ) {
561 int temp_id;
562 if( data.read( "mounted_creature", temp_id ) ) {
563 mounted_creature_id = temp_id;
564 mounted_creature = g->critter_tracker->from_temporary_id( temp_id );
565 } else {
566 mounted_creature = nullptr;
567 }
568 }
569
570 morale->load( data );
571 // Have to go through effects again, in case an effect gained a morale bonus
572 for( const auto &elem : *effects ) {
573 for( const std::pair<const bodypart_str_id, effect> &_effect_it : elem.second ) {
574 const effect &e = _effect_it.second;
576 }
577 }
578
579 _skills->clear();
580 for( const JsonMember member : data.get_object( "skills" ) ) {
581 member.read( ( *_skills )[skill_id( member.name() )] );
582 }
583
584 on_stat_change( "thirst", thirst );
585 on_stat_change( "stored_calories", stored_calories );
586 on_stat_change( "fatigue", fatigue );
587 on_stat_change( "sleep_deprivation", sleep_deprivation );
588 on_stat_change( "pkill", pkill );
589 on_stat_change( "perceived_pain", get_perceived_pain() );
592
593 assign( data, "power_level", power_level, false, 0_kJ );
594 assign( data, "max_power_level", max_power_level, false, 0_kJ );
595
596 // Bionic power should not be negative!
597 if( power_level < 0_J ) {
598 power_level = 0_J;
599 }
600
601 JsonArray overmap_time_array = data.get_array( "overmap_time" );
602 overmap_time.clear();
603 while( overmap_time_array.has_more() ) {
604 point_abs_omt pt;
605 overmap_time_array.read_next( pt );
606 time_duration tdr = 0_turns;
607 overmap_time_array.read_next( tdr );
608 overmap_time[pt] = tdr;
609 }
610 data.read( "stomach", stomach );
611 data.read( "automoveroute", auto_move_route );
612
613 known_traps.clear();
614 for( JsonObject pmap : data.get_array( "known_traps" ) ) {
615 pmap.allow_omitted_members();
616 const tripoint p( pmap.get_int( "x" ), pmap.get_int( "y" ), pmap.get_int( "z" ) );
617 const std::string t = pmap.get_string( "trap" );
618 known_traps.insert( trap_map::value_type( p, t ) );
619 }
620}
bool assign(const JsonObject &jo, const std::string &name, T &val, bool strict=false, T lo=std::numeric_limits< T >::lowest(), T hi=std::numeric_limits< T >::max())
Definition: assign.h:54
void on_stat_change(const std::string &stat, int value) override
Called when a stat is changed.
Definition: character.cpp:9899
std::map< vitamin_id, int > vitamin_levels
Current deficiency/excess quantity for each vitamin.
Definition: character.h:2190
int activity_vehicle_part_index
Definition: character.h:1624
void on_effect_int_change(const efftype_id &effect_type, int intensity, const bodypart_str_id &bp) override
Called when effect intensity has been changed.
Definition: character.cpp:9870
int oxygen
Definition: character.h:1594
void on_item_wear(const item &it)
Called when an item is worn.
Definition: character.cpp:9842
void recalculate_size()
Recalculate size class of character.
Definition: mutation.cpp:246
int mounted_creature_id
Definition: character.h:1622
void set_body()
Definition: creature.cpp:1529
void set_part_hp_max(const bodypart_id &id, int set)
Definition: creature.cpp:1577
void load(const JsonObject &jsin)
bool has_more() const
Definition: json.cpp:484
bool read_next(T &t)
Definition: json.h:1113
Definition: json.h:177
Represents a member of a JsonObject.
Definition: json.h:1249
JsonObject get_object(const std::string &name) const
Definition: json.cpp:361
JsonArray get_array(const std::string &name) const
Definition: json.cpp:332
bool has_member(const std::string &name) const
Definition: json.cpp:181
JsonIn * get_raw(const std::string &name) const
Definition: json.cpp:241
int get_int(const std::string &name) const
Definition: json.cpp:282
bool has_array(const std::string &name) const
Definition: json.cpp:415
void allow_omitted_members() const
Definition: json.cpp:150
bool read(const std::string &name, T &t, bool throw_on_error=true) const
Definition: json.h:944
void json_load_items(JsonIn &jsin)
void clear()
Definition: inventory.cpp:237
This is a wrapper for implementing the pointer-to-implementation technique, see for example http://en...
Definition: pimpl.h:35
const char * c_str() const
Interface to the plain C-string of the id.
Definition: string_id.h:247
static const std::map< vitamin_id, vitamin > & all()
Get all currently loaded vitamins.
Definition: vitamin.cpp:98
std::string member
Definition: mapgen.cpp:402
static const efftype_id effect_riding("riding")
static void save_requirement(const requirement_data &req, const requirement_id &id=requirement_id::NULL_ID())
Store requirement data for future lookup.

References _skills, activity, activity_vehicle_part_index, vitamin::all(), JsonObject::allow_omitted_members(), assign(), auto_move_route, backlog, body_wetness, string_id< T >::c_str(), cached_mutations, clamp(), inventory::clear(), consumption_history, custom_profession, damage_bandaged, damage_disinfected, debugmsg, destination_activity, dex_bonus, dex_cur, dex_max, effect_riding, Creature::effects, fatigue, frostbite_timer, g, JsonObject::get_array(), effect::get_bp(), effect::get_id(), JsonObject::get_int(), effect::get_intensity(), JsonObject::get_object(), Creature::get_perceived_pain(), JsonObject::get_raw(), JsonObject::has_array(), Creature::has_effect(), JsonObject::has_member(), JsonArray::has_more(), healed_total, healthy, healthy_mod, player_activity::id(), init_age, init_height, int_bonus, int_cur, int_max, inv, string_id< T >::is_valid(), inventory::json_load_items(), known_traps, Creature::load(), magic, martial_arts_data, matype_id, max_power_level, mapgen_defer::member, morale, mounted_creature, mounted_creature_id, move_mode, my_bionics, my_mutations, my_traits, name, string_id< T >::obj(), omt_path, on_effect_int_change(), on_item_wear(), on_mutation_gain(), on_stat_change(), overmap_time, oxygen, per_bonus, per_cur, per_max, pkill, position, power_level, radiation, JsonObject::read(), JsonArray::read_next(), recalc_sight_limits(), recalculate_size(), reset_encumbrance(), requirement_data::save_requirement(), Creature::set_anatomy(), Creature::set_body(), Creature::set_part_hp_cur(), Creature::set_part_hp_max(), skill_id, sleep_deprivation, stamina, calendar::start_of_cataclysm, stashed_outbounds_activity, stashed_outbounds_backlog, stim, stomach, stored_calories, str_bonus, str_cur, str_max, temp_conv, temp_cur, thirst, type_of_scent, Creature::underwater, vitamin_levels, weapon, worn, tripoint::x, tripoint::y, and tripoint::z.

Referenced by monster::deserialize(), avatar::deserialize(), npc::deserialize(), and player::load().

◆ mabuff_armor_bonus()

int Character::mabuff_armor_bonus ( damage_type  type) const

Returns the armor bonus against given type from martial arts buffs.

Definition at line 1130 of file martialarts.cpp.

1131{
1132 int ret = 0;
1133 accumulate_ma_buff_effects( *effects, [&ret, type, this]( const ma_buff & b, const effect & d ) {
1134 ret += d.get_intensity() * b.armor_bonus( *this, type );
1135 } );
1136 return ret;
1137}
static void accumulate_ma_buff_effects(const C &container, F f)

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), cata::hash64_detail::ret, and type.

Referenced by passive_absorb_hit().

◆ mabuff_arpen_bonus()

int Character::mabuff_arpen_bonus ( damage_type  type) const

Returns the arpen bonus from martial arts buffs.

Definition at line 1122 of file martialarts.cpp.

1123{
1124 int ret = 0;
1125 accumulate_ma_buff_effects( *effects, [&ret, type, this]( const ma_buff & b, const effect & d ) {
1126 ret += d.get_intensity() * b.arpen_bonus( *this, type );
1127 } );
1128 return ret;
1129}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), cata::hash64_detail::ret, and type.

Referenced by roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

◆ mabuff_attack_cost_mult()

float Character::mabuff_attack_cost_mult ( ) const

Returns the multiplier on move cost of attacks.

Definition at line 1164 of file martialarts.cpp.

1165{
1166 float ret = 1.0f;
1167 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1168 // This is correct, so that a 20% buff (1.2) plus a 20% buff (1.2)
1169 // becomes 1.4 instead of 2.4 (which would be a 240% buff)
1170 ret *= d.get_intensity() * ( b.bonuses.get_mult( *this,
1171 affected_stat::MOVE_COST ) - 1 ) + 1;
1172 } );
1173 return ret;
1174}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), MOVE_COST, and cata::hash64_detail::ret.

Referenced by attack_cost().

◆ mabuff_attack_cost_penalty()

int Character::mabuff_attack_cost_penalty ( ) const

Returns the flat penalty to move cost of attacks.

If negative, that's a bonus. Applied after multiplier.

Definition at line 1156 of file martialarts.cpp.

1157{
1158 int ret = 0;
1159 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1160 ret += d.get_intensity() * b.bonuses.get_flat( *this, affected_stat::MOVE_COST );
1161 } );
1162 return ret;
1163}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), MOVE_COST, and cata::hash64_detail::ret.

Referenced by attack_cost().

◆ mabuff_block_bonus()

int Character::mabuff_block_bonus ( ) const

Returns the block bonus from martial arts buffs.

Definition at line 1106 of file martialarts.cpp.

1107{
1108 int ret = 0;
1109 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1110 ret += d.get_intensity() * b.block_bonus( *this );
1111 } );
1112 return ret;
1113}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), and cata::hash64_detail::ret.

Referenced by block_hit().

◆ mabuff_damage_bonus()

int Character::mabuff_damage_bonus ( damage_type  type) const

Returns the flat damage bonus to given type from martial arts buffs, applied after the multiplier.

Definition at line 1148 of file martialarts.cpp.

1149{
1150 int ret = 0;
1151 accumulate_ma_buff_effects( *effects, [&ret, type, this]( const ma_buff & b, const effect & d ) {
1152 ret += d.get_intensity() * b.damage_bonus( *this, type );
1153 } );
1154 return ret;
1155}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), cata::hash64_detail::ret, and type.

Referenced by roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

◆ mabuff_damage_mult()

float Character::mabuff_damage_mult ( damage_type  type) const

Returns the damage multiplier to given type from martial arts buffs.

Definition at line 1138 of file martialarts.cpp.

1139{
1140 float ret = 1.f;
1141 accumulate_ma_buff_effects( *effects, [&ret, type, this]( const ma_buff & b, const effect & d ) {
1142 // This is correct, so that a 20% buff (1.2) plus a 20% buff (1.2)
1143 // becomes 1.4 instead of 2.4 (which would be a 240% buff)
1144 ret *= d.get_intensity() * ( b.damage_mult( *this, type ) - 1 ) + 1;
1145 } );
1146 return ret;
1147}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), cata::hash64_detail::ret, and type.

Referenced by roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

◆ mabuff_dodge_bonus()

float Character::mabuff_dodge_bonus ( ) const

Returns the dodge bonus from martial arts buffs.

Definition at line 1098 of file martialarts.cpp.

1099{
1100 float ret = 0;
1101 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1102 ret += d.get_intensity() * b.dodge_bonus( *this );
1103 } );
1104 return ret;
1105}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), and cata::hash64_detail::ret.

Referenced by player::reset_stats().

◆ mabuff_speed_bonus()

int Character::mabuff_speed_bonus ( ) const

Returns the speed bonus from martial arts buffs.

Definition at line 1114 of file martialarts.cpp.

1115{
1116 int ret = 0;
1117 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1118 ret += d.get_intensity() * b.speed_bonus( *this );
1119 } );
1120 return ret;
1121}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), and cata::hash64_detail::ret.

Referenced by player::recalc_speed_bonus().

◆ mabuff_tohit_bonus()

float Character::mabuff_tohit_bonus ( ) const

Returns the to hit bonus from martial arts buffs.

Definition at line 1090 of file martialarts.cpp.

1091{
1092 float ret = 0;
1093 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & ) {
1094 ret += b.hit_bonus( *this );
1095 } );
1096 return ret;
1097}

References accumulate_ma_buff_effects(), b, Creature::effects, and cata::hash64_detail::ret.

Referenced by get_melee_hit_base().

◆ made_of()

bool Character::made_of ( const material_id m) const
overridevirtual

Implements Creature.

Definition at line 6307 of file character.cpp.

6308{
6309 // TODO: check for mutations that change this.
6310 return std::find( fleshy.begin(), fleshy.end(), m ) != fleshy.end();
6311}
static const std::vector< material_id > fleshy
Definition: character.h:827

References detail::find(), and fleshy.

◆ made_of_any()

bool Character::made_of_any ( const std::set< material_id > &  ms) const
overridevirtual

Implements Creature.

Definition at line 6312 of file character.cpp.

6313{
6314 // TODO: check for mutations that change this.
6315 return std::any_of( fleshy.begin(), fleshy.end(), [&ms]( const material_id & e ) {
6316 return ms.count( e );
6317 } );
6318}
constexpr scale ms
Definition: coordinates.h:30

References fleshy, and coords::ms.

◆ max_stored_kcal()

◆ meets_requirements()

bool Character::meets_requirements ( const item it,
const item context = item() 
) const

Checks whether the character meets overall requirements to be able to use the item.

Definition at line 3445 of file character.cpp.

3446{
3447 const auto &ctx = !context.is_null() ? context : it;
3449}
bool meets_stat_requirements(const item &it) const
Checks whether the character's stats meets the stats required by the item.
Definition: character.cpp:3437
bool meets_skill_requirements(const std::map< skill_id, int > &req, const item &context=item()) const
Checks whether the character's skills meet the required.
Definition: character.cpp:3423

References item::is_null(), meets_skill_requirements(), meets_stat_requirements(), itype::min_skills, and item::type.

Referenced by can_use(), gunmod_inventory_preset::get_denial(), and item::gun_range().

◆ meets_skill_requirements() [1/2]

bool Character::meets_skill_requirements ( const construction con) const

Checks whether the character's skills meet the required.

Definition at line 3429 of file character.cpp.

3430{
3431 return std::all_of( con.required_skills.begin(), con.required_skills.end(),
3432 [&]( const std::pair<skill_id, int> &pr ) {
3433 return get_skill_level( pr.first ) >= pr.second;
3434 } );
3435}
std::map< skill_id, int > required_skills
Skill->skill level mapping.
Definition: construction.h:69

References construction::required_skills.

◆ meets_skill_requirements() [2/2]

bool Character::meets_skill_requirements ( const std::map< skill_id, int > &  req,
const item context = item() 
) const

Checks whether the character's skills meet the required.

Definition at line 3423 of file character.cpp.

3425{
3426 return _skills->meets_skill_requirements( req, context );
3427}

References _skills.

Referenced by activity_handlers::build_do_turn(), player::can_decomp_learn(), find_base_construction(), player::get_learned_recipes(), meets_requirements(), and player_can_build().

◆ meets_stat_requirements()

bool Character::meets_stat_requirements ( const item it) const

Checks whether the character's stats meets the stats required by the item.

Definition at line 3437 of file character.cpp.

3438{
3439 return ( it.has_flag( flag_STR_DRAW ) || get_str() >= it.get_min_str() ) &&
3440 get_dex() >= it.type->min_dex &&
3441 get_int() >= it.type->min_int &&
3442 get_per() >= it.type->min_per;
3443}
static const std::string flag_STR_DRAW("STR_DRAW")

References flag_STR_DRAW(), get_dex(), get_int(), item::get_min_str(), get_per(), get_str(), item::has_flag(), itype::min_dex, itype::min_int, itype::min_per, and item::type.

Referenced by meets_requirements().

◆ melee_attack() [1/2]

void Character::melee_attack ( Creature t,
bool  allow_special 
)

Calls the to other melee_attack function with an empty technique id (meaning no specific technique should be used).

Definition at line 382 of file melee.cpp.

383{
384 static const matec_id no_technique_id( "" );
385 melee_attack( t, allow_special, no_technique_id );
386}

References melee_attack().

◆ melee_attack() [2/2]

void Character::melee_attack ( Creature t,
bool  allow_special,
const matec_id force_technique,
bool  allow_unarmed = true 
)

Sets up a melee attack and handles melee attack function calls.

Parameters
tCreature to attack
allow_specialwhether non-forced martial art technique or mutation attack should be possible with this attack.
force_techniquespecial technique to use in attack.
allow_unarmedalways uses the wielded weapon regardless of martialarts style
Melee reduces stamina cost of melee attacks

Definition at line 390 of file melee.cpp.

392{
394 int hit_spread = t.deal_melee_attack( this, hit_roll() );
395 if( !t.is_player() ) {
396 // TODO: Per-NPC tracking? Right now monster hit by either npc or player will draw aggro...
397 t.add_effect( effect_hit_by_player, 10_minutes ); // Flag as attacked by us for AI
398 }
399 if( is_mounted() ) {
400 auto mons = mounted_creature.get();
401 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
402 if( !mons->check_mech_powered() ) {
403 add_msg( m_bad, _( "The %s has dead batteries and will not move its arms." ),
404 mons->get_name() );
405 return;
406 }
407 if( mons->type->has_special_attack( "SMASH" ) && one_in( 3 ) ) {
408 add_msg( m_info, _( "The %s hisses as its hydraulic arm pumps forward!" ),
409 mons->get_name() );
410 mattack::smash_specific( mons, &t );
411 } else {
412 mons->use_mech_power( -2 );
413 mons->melee_attack( t );
414 }
415 mod_moves( -mons->type->attack_cost );
416 return;
417 }
418 }
419 item &cur_weapon = allow_unarmed ? used_weapon() : weapon;
420
421 if( cur_weapon.attack_cost() > attack_cost( cur_weapon ) * 20 ) {
422 add_msg( m_bad, _( "This weapon is too unwieldy to attack with!" ) );
423 return;
424 }
425
426 int move_cost = attack_cost( cur_weapon );
427
428 if( hit_spread < 0 ) {
429 int stumble_pen = stumble( *this, cur_weapon );
430 sfx::generate_melee_sound( pos(), t.pos(), false, false );
431 if( is_player() ) { // Only display messages if this is the player
432
433 if( one_in( 2 ) ) {
434 const std::string reason_for_miss = get_miss_reason();
435 if( !reason_for_miss.empty() ) {
436 add_msg( reason_for_miss );
437 }
438 }
439
440 if( can_miss_recovery( cur_weapon ) ) {
441 ma_technique tec = martial_arts_data->get_miss_recovery_tec( cur_weapon );
442 add_msg( _( tec.avatar_message ), t.disp_name() );
443 } else if( stumble_pen >= 60 ) {
444 add_msg( m_bad, _( "You miss and stumble with the momentum." ) );
445 } else if( stumble_pen >= 10 ) {
446 add_msg( _( "You swing wildly and miss." ) );
447 } else {
448 add_msg( _( "You miss." ) );
449 }
450 } else if( g->u.sees( *this ) ) {
451 if( stumble_pen >= 60 ) {
452 add_msg( _( "%s misses and stumbles with the momentum." ), name );
453 } else if( stumble_pen >= 10 ) {
454 add_msg( _( "%s swings wildly and misses." ), name );
455 } else {
456 add_msg( _( "%s misses." ), name );
457 }
458 }
459
460 // Practice melee and relevant weapon skill (if any) except when using CQB bionic
461 if( !has_active_bionic( bio_cqb ) ) {
462 melee_train( *this, 2, 5, cur_weapon );
463 }
464
465 // Cap stumble penalty, heavy weapons are quite weak already
466 move_cost += std::min( 60, stumble_pen );
467 if( martial_arts_data->has_miss_recovery_tec( cur_weapon ) ) {
468 move_cost /= 2;
469 }
470
471 // trigger martial arts on-miss effects
472 martial_arts_data->ma_onmiss_effects( *this );
473 } else {
475 // Remember if we see the monster at start - it may change
476 const bool seen = g->u.sees( t );
477 // Start of attacks.
478 const bool critical_hit = scored_crit( t.dodge_roll(), cur_weapon );
479 if( critical_hit ) {
481 }
483 roll_all_damage( critical_hit, d, false, cur_weapon );
484
485 const bool has_force_technique = !force_technique.str().empty();
486
487 // Pick one or more special attacks
488 matec_id technique_id;
489 if( allow_special && !has_force_technique ) {
490 technique_id = pick_technique( t, cur_weapon, critical_hit, false, false );
491 } else if( has_force_technique ) {
492 technique_id = force_technique;
493 } else {
494 technique_id = tec_none;
495 }
496
497 // if you have two broken arms you aren't doing any martial arts
498 // and your hits are not going to hurt very much
499 if( get_working_arm_count() < 1 ) {
500 technique_id = tec_none;
501 d.mult_damage( 0.1 );
502 }
503 // polearms and pikes (but not spears) do less damage to adjacent targets
504 if( cur_weapon.reach_range( *this ) > 1 && !reach_attacking &&
505 cur_weapon.has_flag( "POLEARM" ) ) {
506 d.mult_damage( 0.7 );
507 }
508
509 const ma_technique &technique = technique_id.obj();
510
511 // Handles effects as well; not done in melee_affect_*
512 if( technique.id != tec_none ) {
513 perform_technique( technique, t, d, move_cost );
514 }
515
516 // Proceed with melee attack.
517 if( !t.is_dead_state() ) {
518 // Handles speed penalties to monster & us, etc
519 std::string specialmsg = melee_special_effects( t, d, cur_weapon );
520
521 // gets overwritten with the dealt damage values
522 dealt_damage_instance dealt_dam;
523 dealt_damage_instance dealt_special_dam;
524 if( allow_special ) {
525 perform_special_attacks( t, dealt_special_dam );
526 }
527 t.deal_melee_hit( this, hit_spread, critical_hit, d, dealt_dam );
528 if( dealt_special_dam.type_damage( DT_CUT ) > 0 ||
529 dealt_special_dam.type_damage( DT_STAB ) > 0 ||
530 ( cur_weapon.is_null() && ( dealt_dam.type_damage( DT_CUT ) > 0 ||
531 dealt_dam.type_damage( DT_STAB ) > 0 ) ) ) {
532 if( has_trait( trait_POISONOUS ) ) {
533 add_msg_if_player( m_good, _( "You poison %s!" ), t.disp_name() );
534 t.add_effect( effect_poison, 6_turns );
535 } else if( has_trait( trait_POISONOUS2 ) ) {
536 add_msg_if_player( m_good, _( "You inject your venom into %s!" ),
537 t.disp_name() );
538 t.add_effect( effect_badpoison, 6_turns );
539 }
540 }
541
542 // Make a rather quiet sound, to alert any nearby monsters
543 if( !is_quiet() ) { // check martial arts silence
544 //sound generated later
545 sounds::sound( pos(), 8, sounds::sound_t::combat, "whack!" );
546 }
547 std::string material = "flesh";
548 if( t.is_monster() ) {
549 const monster *m = dynamic_cast<const monster *>( &t );
550 if( m->made_of( material_id( "steel" ) ) ) {
551 material = "steel";
552 }
553 }
554 sfx::generate_melee_sound( pos(), t.pos(), true, t.is_monster(), material );
555 int dam = dealt_dam.total_damage();
557
558 // Practice melee and relevant weapon skill (if any) except when using CQB bionic
559 if( !has_active_bionic( bio_cqb ) ) {
560 melee_train( *this, 5, 10, cur_weapon );
561 }
562
563 if( dam >= 5 && has_artifact_with( AEP_SAP_LIFE ) ) {
564 healall( rng( dam / 10, dam / 5 ) );
565 }
566
567 // Treat monster as seen if we see it before or after the attack
568 if( seen || g->u.sees( t ) ) {
569 std::string message = melee_message( technique, *this, dealt_dam );
570 player_hit_message( this, message, t, dam, critical_hit );
571 } else {
572 add_msg_player_or_npc( m_good, _( "You hit something." ),
573 _( "<npcname> hits something." ) );
574 }
575
576 if( !specialmsg.empty() ) {
577 add_msg_if_player( m_neutral, specialmsg );
578 }
579
580 if( critical_hit ) {
581 // trigger martial arts on-crit effects
582 martial_arts_data->ma_oncrit_effects( *this );
583 }
584
585 }
586
588 did_hit( t );
589
590 if( t.is_dead_state() ) {
591 // trigger martial arts on-kill effects
592 martial_arts_data->ma_onkill_effects( *this );
593 }
594 }
595
596 const int melee = get_skill_level( skill_melee );
597
598 // Previously calculated as 2_gram * std::max( 1, str_cur )
599 // using 16_gram normalizes it to 8 str. Same effort expenditure
600 // for each strike, regardless of weight. This is compensated
601 // for by the additional move cost as weapon weight increases
602 const int weight_cost = cur_weapon.weight() / ( 16_gram );
603 const int encumbrance_cost = roll_remainder( ( encumb( bp_arm_l ) + encumb( bp_arm_r ) ) *
604 2.0f );
605 const int deft_bonus = hit_spread < 0 && has_trait( trait_DEFT ) ? 50 : 0;
606 /** @EFFECT_MELEE reduces stamina cost of melee attacks */
607 const int mod_sta = ( weight_cost + encumbrance_cost - melee - deft_bonus + 50 ) * -1;
608 mod_stamina( std::min( -50, mod_sta ) );
609 add_msg( m_debug, "Stamina burn: %d", std::min( -50, mod_sta ) );
611 // trigger martial arts on-attack effects
612 martial_arts_data->ma_onattack_effects( *this );
613 // some things (shattering weapons) can harm the attacking creature.
615 if( t.as_character() ) {
617 t.as_character()->on_hit( this, bodypart_id( "num_bp" ), 0.0f, &dp );
618 }
619 return;
620}
int attack_cost(const item &weap) const
Returns cost (in moves) of attacking with given item (no modifiers, like stuck)
Definition: melee.cpp:2165
void on_hit(Creature *source, bodypart_id, float, dealt_projectile_attack const *) override
This creature just got hit by an attack - possibly special/ranged attack - from source.
Definition: character.cpp:8390
bool can_miss_recovery(const item &weap) const
Returns true if the player is able to use a miss recovery technique.
std::string melee_special_effects(Creature &t, damage_instance &d, item &weap)
Handles combat effects, returns a string of any valid combat effect messages.
Definition: melee.cpp:1764
void perform_special_attacks(Creature &t, dealt_damage_instance &dealt_dam)
Performs special attacks and their effects (poisonous, stinger, etc.)
Definition: melee.cpp:1737
float hit_roll() const override
Returns the player's basic hit roll that is compared to the target's dodge roll.
Definition: melee.cpp:297
bool scored_crit(float target_dodge, const item &weap) const
Returns true if the player scores a critical hit.
Definition: melee.cpp:699
bool reach_attacking
Definition: character.h:658
void did_hit(Creature &target)
Definition: character.cpp:8385
void perform_technique(const ma_technique &technique, Creature &t, damage_instance &di, int &move_cost)
Definition: melee.cpp:1337
std::string get_miss_reason()
Returns an explanation for why the player would miss a melee attack.
Definition: melee.cpp:329
void roll_all_damage(bool crit, damage_instance &di, bool average, const item &weap) const
Adds all 3 types of physical damage to instance.
Definition: melee.cpp:351
bool is_quiet() const
Returns true if the player has quiet melee attacks.
virtual bool is_monster() const
Definition: creature.h:101
virtual Character * as_character()
Definition: creature.h:116
virtual int deal_melee_attack(Creature *source, int hitroll)
Definition: creature.cpp:499
virtual float dodge_roll()=0
virtual void deal_melee_hit(Creature *source, int hit_spread, bool critical_hit, const damage_instance &dam, dealt_damage_instance &dealt_dam)
Definition: creature.cpp:518
int reach_range(const Character &guy) const
Max range of melee attack this weapon can be used for.
Definition: item.cpp:5143
matec_id id
Definition: martialarts.h:70
std::string avatar_message
Definition: martialarts.h:85
bool made_of(const material_id &m) const override
Definition: monster.cpp:958
@ AEP_SAP_LIFE
Definition: enums.h:119
void player_hit_message(Character *attacker, const std::string &message, Creature &t, int dam, bool crit=false)
Definition: melee.cpp:2103
static const efftype_id effect_badpoison("badpoison")
std::string melee_message(const ma_technique &tec, Character &p, const dealt_damage_instance &ddi)
Definition: melee.cpp:1985
static const efftype_id effect_hit_by_player("hit_by_player")
int stumble(Character &u, const item &weap)
Definition: melee.cpp:683
static const trait_id trait_POISONOUS("POISONOUS")
static void melee_train(Character &p, int lo, int hi, const item &weap)
Definition: melee.cpp:359
static const trait_id trait_DEFT("DEFT")
static const efftype_id effect_poison("poison")
static const trait_id trait_POISONOUS2("POISONOUS2")
void smash_specific(monster *z, Creature *target)
Definition: monattack.cpp:1068
void generate_melee_sound(const tripoint &source, const tripoint &target, bool hit, bool targ_mon=false, const std::string &material="flesh")
Definition: sounds.cpp:1607
int actual_crit_count
Definition: melee.h:13

References _, melee_statistic_data::actual_crit_count, Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), AEP_SAP_LIFE, Creature::as_character(), item::attack_cost(), attack_cost(), melee_statistic_data::attack_count, ma_technique::avatar_message, bio_cqb, bp_arm_l, bp_arm_r, can_miss_recovery(), Creature::check_dead_state(), sounds::combat, melee_statistic_data::damage_amount, Creature::deal_melee_attack(), Creature::deal_melee_hit(), did_hit(), Creature::disp_name(), Creature::dodge_roll(), DT_CUT, DT_STAB, effect_badpoison, effect_hit_by_player, effect_poison, encumb(), g, sfx::generate_melee_sound(), get_miss_reason(), get_skill_level(), get_working_arm_count(), has_active_bionic(), has_artifact_with(), item::has_flag(), has_trait(), healall(), melee_statistic_data::hit_count, hit_roll(), ma_technique::id, Creature::is_dead_state(), Creature::is_monster(), is_mounted(), item::is_null(), Creature::is_player(), is_quiet(), m_bad, m_debug, m_good, m_info, m_neutral, monster::made_of(), martial_arts_data, melee_message(), melee_special_effects(), melee::melee_stats, melee_train(), mapgen_defer::message, MF_RIDEABLE_MECH, Creature::mod_moves(), mod_stamina(), mounted_creature, move_cost(), damage_instance::mult_damage(), name, string_id< T >::obj(), on_hit(), one_in(), perform_special_attacks(), perform_technique(), pick_technique(), player_hit_message(), Creature::pos(), pos(), reach_attacking, item::reach_range(), rng(), roll_all_damage(), roll_remainder(), scored_crit(), skill_melee, mattack::smash_specific(), sounds::sound(), string_id< T >::str(), stumble(), tec_none, dealt_damage_instance::total_damage(), trait_DEFT, trait_POISONOUS, trait_POISONOUS2, dealt_damage_instance::type_damage(), used_weapon(), weapon, and item::weight().

Referenced by block_hit(), npc::execute_action(), melee_attack(), monexamine::mfriend_menu(), avatar_action::move(), npc::move_to(), game::npc_menu(), player::on_dodge(), perform_technique(), monexamine::pet_menu(), and player::reach_attack().

◆ melee_special_effects()

std::string Character::melee_special_effects ( Creature t,
damage_instance d,
item weap 
)

Handles combat effects, returns a string of any valid combat effect messages.

Strength increases chance of breaking glass weapons (NEGATIVE)

Definition at line 1764 of file melee.cpp.

1765{
1766 std::string dump;
1767
1768 std::string target = t.disp_name();
1769
1770 if( has_active_bionic( bionic_id( "bio_shock" ) ) && get_power_level() >= 2_kJ &&
1771 ( !is_armed() || weapon.conductive() ) ) {
1772 mod_power_level( -2_kJ );
1773 d.add_damage( DT_ELECTRIC, rng( 2, 10 ) );
1774
1775 if( is_player() ) {
1776 dump += string_format( _( "You shock %s." ), target ) + "\n";
1777 } else {
1778 add_msg_if_npc( _( "<npcname> shocks %s." ), target );
1779 }
1780 }
1781
1782 if( has_active_bionic( bionic_id( "bio_heat_absorb" ) ) && !is_armed() && t.is_warm() ) {
1783 mod_power_level( 3_kJ );
1784 d.add_damage( DT_COLD, 3 );
1785 if( is_player() ) {
1786 dump += string_format( _( "You drain %s's body heat." ), target ) + "\n";
1787 } else {
1788 add_msg_if_npc( _( "<npcname> drains %s's body heat!" ), target );
1789 }
1790 }
1791
1792 if( weapon.has_flag( "FLAMING" ) ) {
1793 d.add_damage( DT_HEAT, rng( 1, 8 ) );
1794
1795 if( is_player() ) {
1796 dump += string_format( _( "You burn %s." ), target ) + "\n";
1797 } else {
1798 add_msg_player_or_npc( _( "<npcname> burns %s." ), target );
1799 }
1800 }
1801
1802 //Hurting the wielder from poorly-chosen weapons
1803 if( weap.has_flag( "HURT_WHEN_WIELDED" ) && x_in_y( 2, 3 ) ) {
1804 add_msg_if_player( m_bad, _( "The %s cuts your hand!" ), weap.tname() );
1805 deal_damage( nullptr, bodypart_id( "hand_r" ), damage_instance::physical( 0,
1806 weap.damage_melee( DT_CUT ), 0 ) );
1807 if( weap.is_two_handed( *this ) ) { // Hurt left hand too, if it was big
1808 deal_damage( nullptr, bodypart_id( "hand_l" ), damage_instance::physical( 0,
1809 weap.damage_melee( DT_CUT ), 0 ) );
1810 }
1811 }
1812
1813 const int vol = weap.volume() / 250_ml;
1814 // Glass weapons shatter sometimes
1815 if( weap.made_of( material_id( "glass" ) ) &&
1816 /** @EFFECT_STR increases chance of breaking glass weapons (NEGATIVE) */
1817 rng( 0, vol + 8 ) < vol + str_cur ) {
1818 if( is_player() ) {
1819 dump += string_format( _( "Your %s shatters!" ), weap.tname() ) + "\n";
1820 } else {
1821 add_msg_player_or_npc( m_bad, _( "Your %s shatters!" ),
1822 _( "<npcname>'s %s shatters!" ),
1823 weap.tname() );
1824 }
1825
1826 sounds::sound( pos(), 16, sounds::sound_t::combat, "Crack!", true, "smash_success",
1827 "smash_glass_contents" );
1828 // Dump its contents on the ground
1829 weap.contents.spill_contents( pos() );
1830 // Take damage
1831 deal_damage( nullptr, bodypart_id( "arm_r" ), damage_instance::physical( 0, rng( 0, vol * 2 ),
1832 0 ) );
1833 if( weap.is_two_handed( *this ) ) { // Hurt left arm too, if it was big
1834 //redeclare shatter_dam because deal_damage mutates it
1835 deal_damage( nullptr, bodypart_id( "arm_l" ), damage_instance::physical( 0, rng( 0, vol * 2 ),
1836 0 ) );
1837 }
1838 d.add_damage( DT_CUT, rng( 0, 5 + static_cast<int>( vol * 1.5 ) ) ); // Hurt the monster extra
1839 remove_weapon();
1840 }
1841
1842 if( !t.is_hallucination() ) {
1843 handle_melee_wear( weap );
1844 }
1845
1846 // on-hit effects for martial arts
1847 martial_arts_data->ma_onhit_effects( *this );
1848
1849 return dump;
1850}
item remove_weapon()
Definition: character.cpp:2559
virtual bool is_warm() const
Definition: creature.cpp:957
int damage_melee(damage_type dt) const
Damage of given type caused when this item is used as melee weapon.
Definition: item.cpp:5080

References _, damage_instance::add_damage(), Creature::add_msg_if_npc(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), bionic_id, sounds::combat, item::conductive(), item::contents, item::damage_melee(), deal_damage(), Creature::disp_name(), DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, get_power_level(), handle_melee_wear(), has_active_bionic(), item::has_flag(), is_armed(), Creature::is_hallucination(), Creature::is_player(), item::is_two_handed(), Creature::is_warm(), m_bad, item::made_of(), martial_arts_data, mod_power_level(), damage_instance::physical(), pos(), remove_weapon(), rng(), sounds::sound(), item_contents::spill_contents(), str_cur, string_format(), item::tname(), item::volume(), weapon, and x_in_y().

Referenced by melee_attack().

◆ mend()

void Character::mend ( int  rate_multiplier)

Handles the chance for broken limbs to spontaneously heal to 1 HP.

Definition at line 1603 of file suffer.cpp.

1604{
1605 // Wearing splints can slowly mend a broken limb back to 1 hp.
1606 bool any_broken = false;
1607 for( const bodypart_id &bp : get_all_body_parts() ) {
1608 if( is_limb_broken( bp ) ) {
1609 any_broken = true;
1610 break;
1611 }
1612 }
1613
1614 if( !any_broken ) {
1615 return;
1616 }
1617
1618 double healing_factor = 1.0;
1619 // Studies have shown that alcohol and tobacco use delay fracture healing time
1620 // Being under effect is 50% slowdown
1621 // Being addicted but not under effect scales from 25% slowdown to 75% slowdown
1622 // The improvement from being intoxicated over withdrawal is intended
1623 if( has_effect( effect_cig ) ) {
1624 healing_factor *= 0.5;
1625 } else {
1626 healing_factor *= addiction_scaling( 0.25f, 0.75f, addiction_level( add_type::CIG ) );
1627 }
1628
1629 if( has_effect( effect_drunk ) ) {
1630 healing_factor *= 0.5;
1631 } else {
1632 healing_factor *= addiction_scaling( 0.25f, 0.75f, addiction_level( add_type::ALCOHOL ) );
1633 }
1634
1635 if( get_rad() > 0 && !has_trait( trait_RADIOGENIC ) ) {
1636 healing_factor *= clamp( ( 1000.0f - get_rad() ) / 1000.0f, 0.0f, 1.0f );
1637 }
1638
1639 // Bed rest speeds up mending
1640 if( has_effect( effect_sleep ) ) {
1641 healing_factor *= 4.0;
1642 } else if( get_fatigue() > fatigue_levels::dead_tired ) {
1643 // but being dead tired does not...
1644 healing_factor *= 0.75;
1645 } else {
1646 // If not dead tired, resting without sleep also helps
1647 healing_factor *= 1.0f + rest_quality();
1648 }
1649
1650 // Being healthy helps.
1651 healing_factor *= 1.0f + get_healthy() / 200.0f;
1652
1653 // Very hungry starts lowering the chance
1654 // square rooting the value makes the numbers drop off faster when below 1
1655 healing_factor *= std::sqrt( static_cast<float>( get_stored_kcal() ) / static_cast<float>
1656 ( max_stored_kcal() ) );
1657 // Similar for thirst - starts at very thirsty, drops to 0 at parched
1658 healing_factor *= 1.0f - clamp( 1.0f * ( get_thirst() - thirst_levels::very_thirsty ) /
1659 +thirst_levels::parched, 0.0f, 1.0f );
1660
1661 // Mutagenic healing factor!
1662 bool needs_splint = true;
1663
1664 healing_factor *= mutation_value( "mending_modifier" );
1665
1666 if( has_trait( trait_REGEN_LIZ ) ) {
1667 needs_splint = false;
1668 }
1669
1670 add_msg( m_debug, "Limb mend healing factor: %.2f", healing_factor );
1671 if( healing_factor <= 0.0f ) {
1672 // The section below assumes positive healing rate
1673 return;
1674 }
1675
1676 for( const bodypart_id &bp : get_all_body_parts() ) {
1677 const bool broken = is_limb_broken( bp );
1678 if( !broken ) {
1679 continue;
1680 }
1681
1682 if( needs_splint && !worn_with_flag( "SPLINT", bp ) ) {
1683 continue;
1684 }
1685
1686 const time_duration dur_inc = 1_turns * roll_remainder( rate_multiplier * healing_factor );
1687 auto &eff = get_effect( effect_mending, bp->token );
1688 if( eff.is_null() ) {
1689 add_effect( effect_mending, dur_inc, bp->token );
1690 continue;
1691 }
1692
1693 eff.set_duration( eff.get_duration() + dur_inc );
1694
1695 if( eff.get_duration() >= eff.get_max_duration() ) {
1696 set_part_hp_cur( bp, 1 );
1697 remove_effect( effect_mending, bp->token );
1698 g->events().send<event_type::broken_bone_mends>( getID(), bp->token );
1699 //~ %s is bodypart
1700 add_msg_if_player( m_good, _( "Your %s has started to mend!" ),
1701 body_part_name( bp ) );
1702 }
1703 }
1704}
float rest_quality() const
Returns >0 if character is sitting/lying and relatively inactive.
Definition: character.cpp:6550
int addiction_level(add_type type) const
Returns the intensity of the specified addiction.
Definition: suffer.cpp:1959
@ broken
Definition: enums.h:323
static const efftype_id effect_drunk("drunk")
static const trait_id trait_REGEN_LIZ("REGEN_LIZ")
static const efftype_id effect_cig("cig")
static const efftype_id effect_sleep("sleep")
static float addiction_scaling(float at_min, float at_max, float add_lvl)
Definition: suffer.cpp:172
static const efftype_id effect_mending("mending")
static const trait_id trait_RADIOGENIC("RADIOGENIC")

References _, Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), addiction_level(), addiction_scaling(), ALCOHOL, body_part_name(), broken, broken_bone_mends, CIG, clamp(), dead_tired, effect_cig, effect_drunk, effect_mending, effect_sleep, g, Creature::get_all_body_parts(), Creature::get_effect(), get_fatigue(), get_healthy(), get_rad(), get_stored_kcal(), get_thirst(), getID(), Creature::has_effect(), has_trait(), is_limb_broken(), m_debug, m_good, max_stored_kcal(), mutation_value(), parched, Creature::remove_effect(), rest_quality(), roll_remainder(), Creature::set_part_hp_cur(), trait_RADIOGENIC, trait_REGEN_LIZ, very_thirsty, and worn_with_flag().

Referenced by update_body().

◆ metabolic_rate()

float Character::metabolic_rate ( ) const

Current metabolic rate due to traits, hunger, speed, etc.

Definition at line 609 of file consumption.cpp.

610{
611 return metabolic_rate_base();
612}

References metabolic_rate_base().

Referenced by calc_needs_rates().

◆ metabolic_rate_base()

float Character::metabolic_rate_base ( ) const

Stable base metabolic rate due to traits.

Definition at line 596 of file consumption.cpp.

597{
598 static const std::string hunger_rate_string( "PLAYER_HUNGER_RATE" );
599 static const std::string metabolism_modifier( "metabolism_modifier" );
600
601 float hunger_rate = get_option< float >( hunger_rate_string );
602 float mut_bonus = 1.0f + mutation_value( metabolism_modifier );
603 float with_mut = hunger_rate * mut_bonus;
604 float ench_bonus = bonus_from_enchantments( with_mut, enchant_vals::mod::METABOLISM );
605
606 return std::max( 0.0f, with_mut + ench_bonus );
607}

References bonus_from_enchantments(), enchant_vals::METABOLISM, and mutation_value().

Referenced by bmr(), and metabolic_rate().

◆ mod_base_age()

void Character::mod_base_age ( int  mod)

Definition at line 6889 of file character.cpp.

6890{
6891 init_age += mod;
6892}

References init_age.

Referenced by set_description().

◆ mod_base_height()

void Character::mod_base_height ( int  mod)

Definition at line 6918 of file character.cpp.

6919{
6920 init_height += mod;
6921}

References init_height.

Referenced by set_description().

◆ mod_dex_bonus()

void Character::mod_dex_bonus ( int  ndex)
virtual

◆ mod_fatigue()

◆ mod_healthy()

void Character::mod_healthy ( int  nhealthy)
virtual

Modifiers for health values exclusive to characters.

Definition at line 4241 of file character.cpp.

4242{
4243 float mut_rate = 1.0f;
4244 for( const trait_id &mut : get_mutations() ) {
4245 mut_rate *= mut.obj().healthy_rate;
4246 }
4247 healthy += nhealthy * mut_rate;
4248}

References get_mutations(), and healthy.

Referenced by iuse::adrenaline_injector(), mod_stat(), player::process_one_effect(), spell_effect::recover_energy(), and update_health().

◆ mod_healthy_mod()

void Character::mod_healthy_mod ( int  nhealthy_mod,
int  cap 
)
virtual

Definition at line 4253 of file character.cpp.

4254{
4255 // TODO: This really should be a full morale-like system, with per-effect caps
4256 // and durations. This version prevents any single effect from exceeding its
4257 // intended ceiling, but multiple effects will overlap instead of adding.
4258
4259 // Cap indicates how far the mod is allowed to shift in this direction.
4260 // It can have a different sign to the mod, e.g. for items that treat
4261 // extremely low health, but can't make you healthy.
4262 if( nhealthy_mod == 0 || cap == 0 ) {
4263 return;
4264 }
4265 int low_cap;
4266 int high_cap;
4267 if( nhealthy_mod < 0 ) {
4268 low_cap = cap;
4269 high_cap = 200;
4270 } else {
4271 low_cap = -200;
4272 high_cap = cap;
4273 }
4274
4275 // If we're already out-of-bounds, we don't need to do anything.
4276 if( ( healthy_mod <= low_cap && nhealthy_mod < 0 ) ||
4277 ( healthy_mod >= high_cap && nhealthy_mod > 0 ) ) {
4278 return;
4279 }
4280
4281 healthy_mod += nhealthy_mod;
4282
4283 // Since we already bailed out if we were out-of-bounds, we can
4284 // just clamp to the boundaries here.
4285 healthy_mod = std::min( healthy_mod, high_cap );
4286 healthy_mod = std::max( healthy_mod, low_cap );
4287}

References healthy_mod.

Referenced by addict_effect(), iuse::blech(), check_needs_extremes(), consume_effects(), player::hardcoded_effects(), modify_health(), iuse::mycus(), iuse::plantblech(), player::process_one_effect(), rooted(), suffer_from_bad_bionics(), suffer_from_other_mutations(), update_health(), and iuse::vaccine().

◆ mod_int_bonus()

void Character::mod_int_bonus ( int  nint)
virtual

◆ mod_max_power_level()

void Character::mod_max_power_level ( const units::energy npower_max)

Definition at line 1997 of file character.cpp.

1998{
1999 max_power_level += npower_max;
2000}

References max_power_level.

Referenced by activate_mutation(), add_bionic(), perform_uninstall(), and uninstall_bionic().

◆ mod_painkiller()

void Character::mod_painkiller ( int  npkill)

◆ mod_per_bonus()

void Character::mod_per_bonus ( int  nper)
virtual

◆ mod_power_level()

void Character::mod_power_level ( const units::energy npower)

Definition at line 1985 of file character.cpp.

1986{
1987 // Remaining capacity between current and maximum power levels we can make use of.
1988 const units::energy remaining_capacity = get_max_power_level() - get_power_level();
1989 // We can't add more than remaining capacity, so get the minimum of the two
1990 const units::energy minned_npower = std::min( npower, remaining_capacity );
1991 // new candidate power level
1992 const units::energy new_power = get_power_level() + minned_npower;
1993 // set new power level while prevending it from going negative
1994 set_power_level( std::max( 0_kJ, new_power ) );
1995}

References get_max_power_level(), get_power_level(), and set_power_level().

Referenced by activate_bionic(), activate_mutation(), burn_fuel(), npc::check_or_use_weapon_cbm(), deactivate_bionic(), npc::discharge_cbm_weapon(), do_skill_rust(), player::eat(), iuse::ehandcuffs(), explosion_handler::emp_blast(), feed_furnace_with(), aim_activity_actor::finish(), iexamine::fireplace(), hack_attempt(), melee_special_effects(), game::monmove(), player::on_hit(), game::on_move_effects(), passive_power_gen(), game::phasing_move(), process_bionic(), player::process_turn(), npc::recharge_cbm(), spell_effect::recover_energy(), mattack::riotbot(), activity_handlers::spellcasting_finish(), suffer_from_asthma(), suffer_from_bad_bionics(), suffer_from_radiation(), suffer_while_underwater(), try_start_hacking(), player::uncanny_dodge(), update_stamina(), use_charges(), and use_fire().

◆ mod_rad()

void Character::mod_rad ( int  mod)

Definition at line 7179 of file character.cpp.

7180{
7181 if( has_trait_flag( "NO_RADIATION" ) ) {
7182 return;
7183 }
7184 set_rad( std::max( 0, get_rad() + mod ) );
7185}

References get_rad(), has_trait_flag(), and set_rad().

Referenced by activate_bionic(), irradiate(), game::process_artifact(), player::process_one_effect(), regen(), and suffer_from_radiation().

◆ mod_skill_level()

void Character::mod_skill_level ( const skill_id ident,
int  delta 
)

Definition at line 3352 of file character.cpp.

3353{
3354 _skills->mod_skill_level( ident, delta );
3355}

References _skills.

Referenced by avatar::create(), npc::randomize(), and set_skills().

◆ mod_sleep_deprivation()

void Character::mod_sleep_deprivation ( int  nsleep_deprivation)
virtual

Definition at line 4430 of file character.cpp.

4431{
4432 set_sleep_deprivation( sleep_deprivation + nsleep_deprivation );
4433}
virtual void set_sleep_deprivation(int nsleep_deprivation)
Definition: character.cpp:4444

References set_sleep_deprivation(), and sleep_deprivation.

Referenced by update_needs().

◆ mod_stamina()

◆ mod_stat()

void Character::mod_stat ( const std::string &  stat,
float  modifier 
)
overridevirtual

Reimplemented from Creature.

Reimplemented in player.

Definition at line 515 of file character.cpp.

516{
517 if( stat == "str" ) {
518 mod_str_bonus( modifier );
519 } else if( stat == "dex" ) {
520 mod_dex_bonus( modifier );
521 } else if( stat == "per" ) {
522 mod_per_bonus( modifier );
523 } else if( stat == "int" ) {
524 mod_int_bonus( modifier );
525 } else if( stat == "healthy" ) {
526 mod_healthy( modifier );
527 } else if( stat == "kcal" ) {
528 mod_stored_kcal( modifier );
529 } else if( stat == "hunger" ) {
530 mod_stored_kcal( -10 * modifier );
531 } else {
532 Creature::mod_stat( stat, modifier );
533 }
534}
virtual void mod_healthy(int nhealthy)
Modifiers for health values exclusive to characters.
Definition: character.cpp:4241
virtual void mod_per_bonus(int nper)
Definition: character.cpp:4179
virtual void mod_dex_bonus(int ndex)
Definition: character.cpp:4174
virtual void mod_str_bonus(int nstr)
Definition: character.cpp:4169
virtual void mod_int_bonus(int nint)
Definition: character.cpp:4184
virtual void mod_stat(const std::string &stat, float modifier)
Definition: creature.cpp:1692

References mod_dex_bonus(), mod_healthy(), mod_int_bonus(), mod_per_bonus(), Creature::mod_stat(), mod_stored_kcal(), and mod_str_bonus().

Referenced by apply_skill_boost(), player::mod_stat(), and shout().

◆ mod_stim()

◆ mod_stored_kcal()

◆ mod_stored_nutr()

◆ mod_str_bonus()

◆ mod_thirst()

◆ modify_addiction()

void Character::modify_addiction ( const islot_comestible comest)

Used to apply addiction modifications from food and medication.

Definition at line 1051 of file consumption.cpp.

1052{
1053 add_addiction( comest.add, comest.addict );
1054 if( addiction_craving( comest.add ) != MORALE_NULL ) {
1055 rem_morale( addiction_craving( comest.add ) );
1056 }
1057}
morale_type addiction_craving(add_type const cur)
Definition: addiction.cpp:307
void add_addiction(add_type type, int strength)
Adds an addiction to the player.
Definition: suffer.cpp:1890
add_type add
effects of addiction
Definition: itype.h:142
int addict
addiction potential
Definition: itype.h:139

References islot_comestible::add, add_addiction(), islot_comestible::addict, addiction_craving(), MORALE_NULL, and rem_morale().

Referenced by consume_effects(), and player::consume_med().

◆ modify_fatigue()

void Character::modify_fatigue ( const islot_comestible comest)

Used to apply fatigue modifications from food and medication.

Definition at line 1041 of file consumption.cpp.

1042{
1043 mod_fatigue( -comest.fatigue_mod );
1044}
int fatigue_mod
fatigue altering effect
Definition: itype.h:148

References islot_comestible::fatigue_mod, and mod_fatigue().

Referenced by consume_effects(), and player::consume_med().

◆ modify_health()

void Character::modify_health ( const islot_comestible comest)

Used to apply health modifications from food and medication.

Definition at line 998 of file consumption.cpp.

999{
1000 const int effective_health = comest.healthy;
1001 // Effectively no cap on health modifiers from food and meds
1002 const int health_cap = 200;
1003 mod_healthy_mod( effective_health, effective_health >= 0 ? health_cap : -health_cap );
1004}
int healthy
TODO: add documentation.
Definition: itype.h:157

References islot_comestible::healthy, and mod_healthy_mod().

Referenced by consume_effects(), and player::consume_med().

◆ modify_morale()

void Character::modify_morale ( item food,
int  nutr = 0 
)

Used to apply morale modifications from food and medication.

Definition at line 1059 of file consumption.cpp.

1060{
1061 time_duration morale_time = 2_hours;
1062 if( food.has_flag( flag_EATEN_HOT ) ) {
1063 auto heater = find_food_heater( *this, crafting_inventory(),
1064 get_map().has_nearby_fire( pos(), PICKUP_RANGE ) );
1065 if( heater && heater->consume( *this ) ) {
1067 _( "You heat up your %1$s using the %2$s." ),
1068 _( "<npcname> heats up their %1$s using the %2$s." ),
1069 food.tname(), heater->it.tname() );
1070 morale_time = 3_hours;
1071 int clamped_nutr = std::max( 5, std::min( 20, nutr / 10 ) );
1072 add_morale( MORALE_FOOD_HOT, clamped_nutr, 20, morale_time, morale_time / 2 );
1073 }
1074 }
1075
1076 std::pair<int, int> fun = fun_for( food );
1077 if( fun.first < 0 ) {
1078 add_morale( MORALE_FOOD_BAD, fun.first, fun.second, morale_time, morale_time / 2, false,
1079 food.type );
1080 } else if( fun.first > 0 ) {
1081 add_morale( MORALE_FOOD_GOOD, fun.first, fun.second, morale_time, morale_time / 2, false,
1082 food.type );
1083 }
1084
1085 if( food.has_flag( flag_HIDDEN_HALLU ) ) {
1086 if( has_trait( trait_SPIRITUAL ) ) {
1087 add_morale( MORALE_FOOD_GOOD, 36, 72, 2_hours, 1_hours, false );
1088 } else {
1089 add_morale( MORALE_FOOD_GOOD, 18, 36, 1_hours, 30_minutes, false );
1090 }
1091 }
1092
1093 if( food.has_flag( flag_CANNIBALISM ) ) {
1094 const bool cannibal = has_trait( trait_CANNIBAL );
1095 const bool psycho = has_trait( trait_PSYCHOPATH );
1096 const bool sapiovore = has_trait( trait_SAPIOVORE );
1097 if( cannibal ) {
1098 add_msg_if_player( m_good, _( "You indulge your shameful hunger." ) );
1099 add_morale( MORALE_CANNIBAL, 20, 200 );
1100 } else if( psycho || sapiovore ) {
1101 // Nothing - doesn't care enough to print a message
1102 } else {
1103 add_msg_if_player( m_bad, _( "You feel horrible for eating a person." ) );
1104 add_morale( MORALE_CANNIBAL, -60, -400, 60_minutes, 30_minutes );
1105 }
1106 }
1107
1108 // Allergy check for food that is ingested (not gum)
1109 if( !food.has_flag( "NO_INGEST" ) ) {
1110 const auto allergy = allergy_type( food );
1111 if( allergy != MORALE_NULL ) {
1112 add_msg_if_player( m_bad, _( "Yuck! How can anybody eat this stuff?" ) );
1113 add_morale( allergy, -75, -400, 30_minutes, 24_minutes );
1114 }
1115 if( food.has_flag( flag_ALLERGEN_JUNK ) ) {
1116 if( has_trait( trait_PROJUNK ) ) {
1117 add_msg_if_player( m_good, _( "Mmm, junk food." ) );
1118 add_morale( MORALE_SWEETTOOTH, 5, 30, 30_minutes, 24_minutes );
1119 }
1120 if( has_trait( trait_PROJUNK2 ) ) {
1121 if( !one_in( 100 ) ) {
1122 add_msg_if_player( m_good, _( "When life's got you down, there's always sugar." ) );
1123 } else {
1124 add_msg_if_player( m_good, _( "They may do what they must… you've already won." ) );
1125 }
1126 add_morale( MORALE_SWEETTOOTH, 10, 50, 1_hours, 50_minutes );
1127 }
1128 // Carnivores CAN eat junk food, but they won't like it much.
1129 // Pizza-scraping happens in consume_effects.
1131 add_msg_if_player( m_bad, _( "Your stomach begins gurgling and you feel bloated and ill." ) );
1132 add_morale( MORALE_NO_DIGEST, -25, -125, 30_minutes, 24_minutes );
1133 }
1134 }
1135 }
1136 const bool chew = food.get_comestible()->comesttype == comesttype_FOOD ||
1138 if( !food.rotten() && chew && has_trait( trait_SAPROPHAGE ) ) {
1139 // It's OK to *drink* things that haven't rotted. Alternative is to ban water. D:
1140 add_msg_if_player( m_bad, _( "Your stomach begins gurgling and you feel bloated and ill." ) );
1141 add_morale( MORALE_NO_DIGEST, -75, -400, 30_minutes, 24_minutes );
1142 }
1143 if( food.has_flag( flag_URSINE_HONEY ) && ( !crossed_threshold() ||
1145 mutation_category_level["URSINE"] > 40 ) {
1146 // Need at least 5 bear mutations for effect to show, to filter out mutations in common with other categories
1147 int honey_fun = has_trait( trait_THRESH_URSINE ) ?
1148 std::min( mutation_category_level["URSINE"] / 8, 20 ) :
1149 mutation_category_level["URSINE"] / 12;
1150 if( honey_fun < 10 ) {
1151 add_msg_if_player( m_good, _( "You find the sweet taste of honey surprisingly palatable." ) );
1152 } else {
1153 add_msg_if_player( m_good, _( "You feast upon the sweet honey." ) );
1154 }
1155 add_morale( MORALE_HONEY, honey_fun, 100 );
1156 }
1157}
morale_type allergy_type(const item &food) const
Returns allergy type or MORALE_NULL if not allergic for this character.
bool crossed_threshold() const
Returns true if the player has crossed a mutation threshold Player can only cross one mutation thresh...
Definition: character.cpp:8709
std::pair< int, int > fun_for(const item &comest) const
Handles the enjoyability value for a comestible.
bool rotten() const
returns true if item is now rotten after all shelf life has elapsed
Definition: item.h:853
static cata::optional< prepared_item_consumption > find_food_heater(Character &c, const inventory &inv, bool has_fire)
static const trait_id trait_THRESH_URSINE("THRESH_URSINE")
static const std::string flag_URSINE_HONEY("URSINE_HONEY")
static const std::string flag_CANNIBALISM("CANNIBALISM")
static const std::string flag_HIDDEN_HALLU("HIDDEN_HALLU")
static const trait_id trait_SAPIOVORE("SAPIOVORE")
static const trait_id trait_PSYCHOPATH("PSYCHOPATH")
static const trait_id trait_PROJUNK("PROJUNK")
static const trait_id trait_SPIRITUAL("SPIRITUAL")
static const std::string flag_EATEN_HOT("EATEN_HOT")
static const trait_id trait_CANNIBAL("CANNIBAL")
const morale_type MORALE_HONEY("morale_honey")
const morale_type MORALE_SWEETTOOTH("morale_sweettooth")
const morale_type MORALE_NO_DIGEST("morale_no_digest")
const morale_type MORALE_FOOD_HOT("morale_food_hot")
const morale_type MORALE_FOOD_GOOD("morale_food_good")
const morale_type MORALE_CANNIBAL("morale_cannibal")
const morale_type MORALE_FOOD_BAD("morale_food_bad")
int chew(player *, item *, bool, const tripoint &)
Definition: iuse.cpp:1099

References _, add_morale(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), allergy, allergy_type(), iuse::chew(), comesttype_FOOD(), crafting_inventory(), crossed_threshold(), find_food_heater(), flag_ALLERGEN_JUNK(), flag_CANNIBALISM(), flag_CARNIVORE_OK(), flag_EATEN_HOT(), flag_HIDDEN_HALLU(), flag_URSINE_HONEY(), flag_USE_EAT_VERB(), fun_for(), item::get_comestible(), get_map(), item::has_flag(), has_trait(), m_bad, m_good, MORALE_CANNIBAL, MORALE_FOOD_BAD, MORALE_FOOD_GOOD, MORALE_FOOD_HOT, MORALE_HONEY, MORALE_NO_DIGEST, MORALE_NULL, MORALE_SWEETTOOTH, mutation_category_level, one_in(), PICKUP_RANGE, pos(), item::rotten(), item::tname(), trait_CANNIBAL, trait_CARNIVORE, trait_PROJUNK, trait_PROJUNK2, trait_PSYCHOPATH, trait_SAPIOVORE, trait_SAPROPHAGE, trait_SPIRITUAL, trait_THRESH_URSINE, and item::type.

Referenced by consume_effects(), and player::consume_med().

◆ modify_radiation()

void Character::modify_radiation ( const islot_comestible comest)

Used to apply radiation from food and medication.

Definition at line 1046 of file consumption.cpp.

1047{
1048 irradiate( comest.radiation );
1049}
bool irradiate(float rads, bool bypass=false)
Handles mitigation and application of radiation.
Definition: suffer.cpp:1532
int radiation
Amount of radiation you get from this comestible.
Definition: itype.h:163

References irradiate(), and islot_comestible::radiation.

Referenced by consume_effects(), and player::consume_med().

◆ modify_stimulation()

void Character::modify_stimulation ( const islot_comestible comest)

Used to apply stimulation modifications from food and medication.

Definition at line 1006 of file consumption.cpp.

1007{
1008 const int current_stim = get_stim();
1009 if( comest.stim != 0 &&
1010 ( std::abs( current_stim ) < ( std::abs( comest.stim ) * 3 ) ||
1011 sgn( current_stim ) != sgn( comest.stim ) ) ) {
1012 if( comest.stim < 0 ) {
1013 set_stim( std::max( comest.stim * 3, current_stim + comest.stim ) );
1014 } else {
1015 set_stim( std::min( comest.stim * 3, current_stim + comest.stim ) );
1016 }
1017 }
1018 if( has_trait( trait_STIMBOOST ) && ( current_stim > 30 ) &&
1019 ( ( comest.add == add_type::CAFFEINE ) || ( comest.add == add_type::SPEED ) ||
1020 ( comest.add == add_type::COKE ) || ( comest.add == add_type::CRACK ) ) ) {
1021 int hallu_duration = ( current_stim - comest.stim < 30 ) ? current_stim - 30 : comest.stim;
1022 add_effect( effect_visuals, hallu_duration * 30_minutes );
1023 std::vector<std::string> stimboost_msg{ _( "The shadows are getting ever closer." ),
1024 _( "You have a bad feeling about this." ),
1025 _( "A powerful sense of dread comes over you." ),
1026 _( "Your skin starts crawling." ),
1027 _( "They're coming to get you." ),
1028 _( "This might've been a bad idea…" ),
1029 _( "You've really done it this time, haven't you?" ),
1030 _( "You have to stay vigilant. They're always watching…" ),
1031 _( "mistake mistake mistake mistake mistake" ),
1032 _( "Just gotta stay calm, and you'll make it through this." ),
1033 _( "You're starting to feel very jumpy." ),
1034 _( "Something is twitching at the edge of your vision." ),
1035 _( "They know what you've done…" ),
1036 _( "You're feeling even more paranoid than usual." ) };
1037 add_msg_if_player( m_bad, random_entry_ref( stimboost_msg ) );
1038 }
1039}
static const efftype_id effect_visuals("visuals")
static const trait_id trait_STIMBOOST("STIMBOOST")
constexpr int sgn(const T x)
Definition: enums.h:8
std::enable_if<!is_std_array< C >::value, constV & >::type random_entry_ref(const C &container)
Same as above, but with a statically allocated default value (using the default constructor).
Definition: rng.h:149
int stim
stimulant effect
Definition: itype.h:145

References _, islot_comestible::add, Creature::add_effect(), Creature::add_msg_if_player(), CAFFEINE, COKE, CRACK, effect_visuals, get_stim(), has_trait(), m_bad, random_entry_ref(), set_stim(), sgn(), SPEED, islot_comestible::stim, and trait_STIMBOOST.

Referenced by consume_effects(), and player::consume_med().

◆ mount_creature()

void Character::mount_creature ( monster z)

Definition at line 1028 of file character.cpp.

1029{
1030 tripoint pnt = z.pos();
1031 shared_ptr_fast<monster> mons = g->shared_from( z );
1032 if( mons == nullptr ) {
1033 add_msg( m_debug, "mount_creature(): monster not found in critter_tracker" );
1034 return;
1035 }
1036 add_effect( effect_riding, 1_turns, num_bp );
1037 z.add_effect( effect_ridden, 1_turns, num_bp );
1038 if( z.has_effect( effect_tied ) ) {
1040 if( z.tied_item ) {
1041 i_add( *z.tied_item );
1042 z.tied_item.reset();
1043 }
1044 }
1046 if( z.has_effect( effect_harnessed ) ) {
1048 add_msg_if_player( m_info, _( "You remove the %s's harness." ), z.get_name() );
1049 }
1050 mounted_creature = mons;
1051 mons->mounted_player = this;
1052 if( is_avatar() ) {
1053 if( g->u.is_hauling() ) {
1054 g->u.stop_hauling();
1055 }
1056 if( g->u.get_grab_type() != OBJECT_NONE ) {
1057 add_msg( m_warning, _( "You let go of the grabbed object." ) );
1058 g->u.grab( OBJECT_NONE );
1059 }
1060 g->place_player( pnt );
1061 } else {
1062 npc &guy = dynamic_cast<npc &>( *this );
1063 guy.setpos( pnt );
1064 }
1065 z.facing = facing;
1066 add_msg_if_player( m_good, _( "You climb on the %s." ), z.get_name() );
1067 if( z.has_flag( MF_RIDEABLE_MECH ) ) {
1068 if( !z.type->mech_weapon.is_empty() ) {
1069 item mechwep = item( z.type->mech_weapon );
1070 wield( mechwep );
1071 }
1072 add_msg_if_player( m_good, _( "You hear your %s whir to life." ), z.get_name() );
1073 }
1074 // some rideable mechs have night-vision
1076 mod_moves( -100 );
1077}
static const efftype_id effect_tied("tied")
static const efftype_id effect_harnessed("harnessed")
FacingDirection facing
return the direction the creature is facing, for sdl horizontal flip
Definition: creature.h:135
cata::value_ptr< item > tied_item
Definition: monster.h:461
std::string get_name() const override
Definition: monster.cpp:487
void setpos(const tripoint &pos) override
Note: this places NPC on a given position in CURRENT MAP coordinates.
Definition: npc.cpp:680
std::shared_ptr< T > shared_ptr_fast
Definition: memory_fast.h:16

References _, Creature::add_effect(), monster::add_effect(), add_msg(), Creature::add_msg_if_player(), effect_harnessed, effect_ridden, effect_riding, effect_tied, Creature::facing, g, monster::get_name(), getID(), Creature::has_effect(), monster::has_flag(), i_add(), Creature::is_avatar(), string_id< T >::is_empty(), m_debug, m_good, m_info, m_warning, mtype::mech_weapon, MF_RIDEABLE_MECH, Creature::mod_moves(), mounted_creature, monster::mounted_player_id, num_bp, OBJECT_NONE, monster::pos(), recalc_sight_limits(), Creature::remove_effect(), npc::setpos(), monster::tied_item, monster::type, and wield().

Referenced by activity_handlers::find_mount_do_turn().

◆ move_effects()

bool Character::move_effects ( bool  attacking)
overridevirtual

Processes effects which may prevent the Character from moving (bear traps, crushed, etc.).

Returns false if movement is stopped.

Strength increases chance to escape pit Dexterity increases chance to escape pit, slightly

Implements Creature.

Definition at line 1533 of file character.cpp.

1534{
1535 if( has_effect( effect_downed ) ) {
1536 try_remove_downed( *this );
1537 return false;
1538 }
1539 if( has_effect( effect_webbed ) ) {
1540 try_remove_webs( *this );
1541 return false;
1542 }
1543 if( has_effect( effect_lightsnare ) ) {
1544 try_remove_lightsnare( *this );
1545 return false;
1546
1547 }
1548 if( has_effect( effect_heavysnare ) ) {
1549 try_remove_heavysnare( *this );
1550 return false;
1551 }
1552 if( has_effect( effect_beartrap ) ) {
1553 try_remove_bear_trap( *this );
1554 return false;
1555 }
1556 if( has_effect( effect_crushed ) ) {
1557 try_remove_crushed( *this );
1558 return false;
1559 }
1560 // Below this point are things that allow for movement if they succeed
1561
1562 // Currently we only have one thing that forces movement if you succeed, should we get more
1563 // than this will need to be reworked to only have success effects if /all/ checks succeed
1564 if( has_effect( effect_in_pit ) ) {
1565 /** @EFFECT_STR increases chance to escape pit */
1566
1567 /** @EFFECT_DEX increases chance to escape pit, slightly */
1568 if( rng( 0, 40 ) > get_str() + get_dex() / 2 ) {
1569 add_msg_if_player( m_bad, _( "You try to escape the pit, but slip back in." ) );
1570 return false;
1571 } else {
1572 add_msg_player_or_npc( m_good, _( "You escape the pit!" ),
1573 _( "<npcname> escapes the pit!" ) );
1575 }
1576 }
1577 if( has_effect( effect_grabbed ) && !attacking && !try_remove_grab( *this ) ) {
1578 // NOLINTNEXTLINE(readability-simplify-boolean-expr)
1579 return false;
1580 }
1581 return true;
1582}
static void try_remove_lightsnare(Character &c)
Definition: character.cpp:1383
static void try_remove_crushed(Character &c)
Definition: character.cpp:1443
static const efftype_id effect_crushed("crushed")
static void try_remove_heavysnare(Character &c)
Definition: character.cpp:1412
static void try_remove_bear_trap(Character &c)
Definition: character.cpp:1347
static void try_remove_webs(Character &c)
Definition: character.cpp:1513
static bool try_remove_grab(Character &c)
Definition: character.cpp:1457
static const efftype_id effect_webbed("webbed")
static const efftype_id effect_in_pit("in_pit")
static void try_remove_downed(Character &c)
Definition: character.cpp:1332

References _, Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), effect_beartrap, effect_crushed, effect_downed, effect_grabbed, effect_heavysnare, effect_in_pit, effect_lightsnare, effect_webbed, get_dex(), get_str(), Creature::has_effect(), m_bad, m_good, Creature::remove_effect(), rng(), try_remove_bear_trap(), try_remove_crushed(), try_remove_downed(), try_remove_grab(), try_remove_heavysnare(), try_remove_lightsnare(), and try_remove_webs().

Referenced by avatar_action::move(), npc::move_to(), and game::vertical_move().

◆ movement_mode_is()

bool Character::movement_mode_is ( character_movemode  mode) const

Check against the character's current movement mode.

Definition at line 1617 of file character.cpp.

1618{
1619 return move_mode == mode;
1620}

References move_mode.

Referenced by avatar::cycle_move_mode(), draw_health_classic(), avatar_action::move(), move_mode_color(), move_mode_string(), game::on_move_effects(), Creature::sees(), game::vertical_move(), and game::walk_move().

◆ mut_cbm_encumb()

void Character::mut_cbm_encumb ( std::array< encumbrance_data, num_bp > &  vals) const
protected

Applies encumbrance from mutations and bionics only.

Definition at line 4016 of file character.cpp.

4017{
4018
4019 for( const bionic_id &bid : get_bionics() ) {
4020 for( const std::pair<const bodypart_str_id, int> &element : bid->encumbrance ) {
4021 vals[element.first->token].encumbrance += element.second;
4022 }
4023 }
4024
4026 for( auto &val : vals ) {
4027 val.encumbrance += 3; // Slight encumbrance to all parts except eyes
4028 }
4029 vals[bp_eyes].encumbrance -= 3;
4030 }
4031
4032 // Lower penalty for bps covered only by XL armor
4033 const auto oversize = exclusive_flag_coverage( flag_OVERSIZE );
4034 for( const trait_id &mut : get_mutations() ) {
4035 apply_mut_encumbrance( vals, mut, oversize );
4036 }
4037}
static const bionic_id bio_shock_absorber("bio_shock_absorber")
static void apply_mut_encumbrance(std::array< encumbrance_data, num_bp > &vals, const trait_id &mut, const body_part_set &oversize)
Definition: character.cpp:4001

References apply_mut_encumbrance(), bio_shock_absorber, bp_eyes, exclusive_flag_coverage(), flag_OVERSIZE(), get_bionics(), get_mutations(), and has_active_bionic().

Referenced by calc_encumbrance().

◆ mutate()

void Character::mutate ( )

Picks a random valid mutation and gives it to the Character, possibly removing/changing others along the way.

Definition at line 845 of file mutation.cpp.

846{
847 if( get_option<bool>( "BALANCED_MUTATIONS" ) ) {
849 if( !mutagen ) {
850 return;
851 }
852 float mut_power = to_turns<float>( mutagen.get_duration() ) / to_turns<float>
853 ( mutagen.get_int_dur_factor() );
854 add_msg_if_player( m_debug, "Mutation accumulation: %.1f", mut_power );
855 while( mut_power > 1 || roll_remainder( mut_power ) > 0 ) {
856 std::map<trait_id, float> chances = mutation_chances();
857
858 weighted_float_list<trait_id> mutation_picker;
859 for( const auto &p : chances ) {
860 mutation_picker.add( p.first, p.second );
861 }
862
863 for( int tries = 0; tries < 3; tries++ ) {
864 const trait_id *selected = mutation_picker.pick();
865 if( selected == nullptr ) {
866 continue;
867 }
868 add_msg_if_player( m_debug, "Selected mutation %s", selected->obj().name().c_str() );
869 if( has_trait( *selected ) ) {
870 remove_mutation( *selected );
871 break;
872 } else {
873 mutate_towards( *selected );
874 break;
875 }
876 }
877
878 mutagen.mod_duration( -mutagen.get_int_dur_factor() );
879 mut_power -= 1.0f;
880 }
881 } else {
882 old_mutate();
884 }
885}
void remove_mutation(const trait_id &mut, bool silent=false)
Removes a mutation, downgrading to the previous level if possible.
Definition: mutation.cpp:1338
bool mutate_towards(std::vector< trait_id > muts, int num_tries=INT_MAX)
Mutates toward one of the given mutations, upgrading or removing conflicts if necessary.
Definition: mutation.cpp:1097
std::map< trait_id, float > mutation_chances() const
Calculate percentage chances for mutations.
Definition: mutation.cpp:752
void old_mutate()
Definition: mutation.cpp:887
time_duration get_int_dur_factor() const
Returns the number of turns it takes for the intensity to fall by 1 or 0 if intensity isn't based on ...
Definition: effect.cpp:1207
static const efftype_id effect_accumulated_mutagen("accumulated_mutagen")
T * add(const T &obj, const W &weight)
This will add a new object to the weighted list.
Definition: weighted_list.h:33
const T * pick(unsigned int randi) const
This will return a pointer to an object from the list randomly selected and biased by weight.
Definition: weighted_list.h:94

References weighted_list< W, T >::add(), Creature::add_msg_if_player(), effect_accumulated_mutagen, effect::get_duration(), Creature::get_effect(), effect::get_int_dur_factor(), has_trait(), m_debug, effect::mod_duration(), mutate_towards(), mutation_chances(), mutation_branch::name(), old_mutate(), weighted_list< W, T >::pick(), Creature::remove_effect(), remove_mutation(), and roll_remainder().

Referenced by iuse::artifact(), eff_fun_mutating(), player::hardcoded_effects(), marloss_common(), spell_effect::mutate(), mutate_category(), iuse::mycus(), mattack::science(), iuse::sewage(), suffer_from_artifacts(), suffer_from_other_mutations(), and suffer_from_radiation().

◆ mutate_category()

void Character::mutate_category ( const std::string &  mut_cat)

Picks a random valid mutation in a category and mutate_towards() it.

Definition at line 1044 of file mutation.cpp.

1045{
1046 // Hacky ID comparison is better than separate hardcoded branch used before
1047 // TODO: Turn it into the null id
1048 if( cat == "ANY" ) {
1049 mutate();
1050 return;
1051 }
1052
1053 bool force_bad = one_in( 3 ) && !get_option<bool>( "BALANCED_MUTATIONS" );
1054 bool force_good = false;
1055 if( has_trait( trait_ROBUST ) && force_bad ) {
1056 // Robust Genetics gives you a 33% chance for a good mutation,
1057 // instead of the 33% chance of a bad one.
1058 force_bad = false;
1059 force_good = true;
1060 }
1061 if( has_trait( trait_CHAOTIC_BAD ) ) {
1062 force_bad = true;
1063 force_good = false;
1064 }
1065
1066 // Pull the category's list for valid mutations
1067 std::vector<trait_id> valid = mutations_category[cat];
1068
1069 // Remove anything we already have, that we have a child of, or that
1070 // goes against our intention of a good/bad mutation
1071 for( size_t i = 0; i < valid.size(); i++ ) {
1072 if( !mutation_ok( valid[i], force_good, force_bad ) ) {
1073 valid.erase( valid.begin() + i );
1074 i--;
1075 }
1076 }
1077
1078 mutate_towards( valid, 2 );
1079}
void mutate()
Picks a random valid mutation and gives it to the Character, possibly removing/changing others along ...
Definition: mutation.cpp:845
bool mutation_ok(const trait_id &mutation, bool force_good, bool force_bad) const
Returns true if the player doesn't have the mutation or a conflicting one and it complies with the fo...
Definition: mutation.cpp:639
static const trait_id trait_CHAOTIC_BAD("CHAOTIC_BAD")
static const trait_id trait_ROBUST("ROBUST")
std::map< std::string, std::vector< trait_id > > mutations_category

References has_trait(), mutate(), mutate_towards(), mutation_ok(), mutations_category, one_in(), trait_CHAOTIC_BAD, and trait_ROBUST.

Referenced by eff_fun_rat(), player::hardcoded_effects(), spell_effect::mutate(), iuse::mycus(), npc::randomize(), mutagen_actor::use(), and mutagen_iv_actor::use().

◆ mutate_towards() [1/2]

bool Character::mutate_towards ( const trait_id mut)

Mutates toward the entered mutation, upgrading or removing conflicts if necessary.

Definition at line 1113 of file mutation.cpp.

1114{
1115 if( has_child_flag( mut ) ) {
1116 remove_child_flag( mut );
1117 return true;
1118 }
1119 const mutation_branch &mdata = mut.obj();
1120
1121 bool has_prereqs = false;
1122 bool prereq1 = false;
1123 bool prereq2 = false;
1124 std::vector<trait_id> canceltrait;
1125 std::vector<trait_id> prereq = mdata.prereqs;
1126 std::vector<trait_id> prereqs2 = mdata.prereqs2;
1127 std::vector<trait_id> cancel = mdata.cancels;
1128 std::vector<trait_id> same_type = get_mutations_in_types( mdata.types );
1129 std::vector<trait_id> all_prereqs = get_all_mutation_prereqs( mut );
1130
1131 // Check mutations of the same type - except for the ones we might need for pre-reqs
1132 for( const auto &consider : same_type ) {
1133 if( std::find( all_prereqs.begin(), all_prereqs.end(), consider ) == all_prereqs.end() ) {
1134 cancel.push_back( consider );
1135 }
1136 }
1137
1138 for( size_t i = 0; i < cancel.size(); i++ ) {
1139 if( !has_trait( cancel[i] ) ) {
1140 cancel.erase( cancel.begin() + i );
1141 i--;
1142 } else if( has_base_trait( cancel[i] ) ) {
1143 //If we have the trait, but it's a base trait, don't allow it to be removed normally
1144 canceltrait.push_back( cancel[i] );
1145 cancel.erase( cancel.begin() + i );
1146 i--;
1147 }
1148 }
1149
1150 for( size_t i = 0; i < cancel.size(); i++ ) {
1151 if( !cancel.empty() ) {
1152 trait_id removed = cancel[i];
1153 remove_mutation( removed );
1154 cancel.erase( cancel.begin() + i );
1155 i--;
1156 // This checks for cases where one trait knocks out several others
1157 // Probably a better way, but gets it Fixed Now--KA101
1158 return mutate_towards( mut );
1159 }
1160 }
1161
1162 for( size_t i = 0; ( !prereq1 ) && i < prereq.size(); i++ ) {
1163 if( has_trait( prereq[i] ) ) {
1164 prereq1 = true;
1165 }
1166 }
1167
1168 for( size_t i = 0; ( !prereq2 ) && i < prereqs2.size(); i++ ) {
1169 if( has_trait( prereqs2[i] ) ) {
1170 prereq2 = true;
1171 }
1172 }
1173
1174 if( prereq1 && prereq2 ) {
1175 has_prereqs = true;
1176 }
1177
1178 if( !has_prereqs && ( !prereq.empty() || !prereqs2.empty() ) ) {
1179 if( !prereq1 && !prereq.empty() ) {
1180 return mutate_towards( prereq );
1181 } else if( !prereq2 && !prereqs2.empty() ) {
1182 return mutate_towards( prereqs2 );
1183 }
1184 }
1185
1186 // Check for threshold mutation, if needed
1187 bool threshold = mdata.threshold;
1188 bool profession = mdata.profession;
1189 bool has_threshreq = false;
1190 std::vector<trait_id> threshreq = mdata.threshreq;
1191
1192 // It shouldn't pick a Threshold anyway--they're supposed to be non-Valid
1193 // and aren't categorized. This can happen if someone makes a threshold mutation into a prerequisite.
1194 if( threshold ) {
1195 add_msg_if_player( _( "You feel something straining deep inside you, yearning to be free…" ) );
1196 return false;
1197 }
1198 if( profession ) {
1199 // Profession picks fail silently
1200 return false;
1201 }
1202
1203 for( size_t i = 0; !has_threshreq && i < threshreq.size(); i++ ) {
1204 if( has_trait( threshreq[i] ) ) {
1205 has_threshreq = true;
1206 }
1207 }
1208
1209 // No crossing The Threshold by simply not having it
1210 if( !has_threshreq && !threshreq.empty() ) {
1211 add_msg_if_player( _( "You feel something straining deep inside you, yearning to be free…" ) );
1212 return false;
1213 }
1214
1215 // Check if one of the prerequisites that we have TURNS INTO this one
1216 trait_id replacing = trait_id::NULL_ID();
1217 prereq = mdata.prereqs; // Reset it
1218 for( auto &elem : prereq ) {
1219 if( has_trait( elem ) ) {
1220 const trait_id &pre = elem;
1221 const auto &p = pre.obj();
1222 for( size_t j = 0; !replacing && j < p.replacements.size(); j++ ) {
1223 if( p.replacements[j] == mut ) {
1224 replacing = pre;
1225 }
1226 }
1227 }
1228 }
1229
1230 // Loop through again for prereqs2
1231 trait_id replacing2 = trait_id::NULL_ID();
1232 prereq = mdata.prereqs2; // Reset it
1233 for( auto &elem : prereq ) {
1234 if( has_trait( elem ) ) {
1235 const trait_id &pre2 = elem;
1236 const auto &p = pre2.obj();
1237 for( size_t j = 0; !replacing2 && j < p.replacements.size(); j++ ) {
1238 if( p.replacements[j] == mut ) {
1239 replacing2 = pre2;
1240 }
1241 }
1242 }
1243 }
1244
1245 bool mutation_replaced = false;
1246
1247 game_message_type rating;
1248
1249 if( replacing ) {
1250 const auto &replace_mdata = replacing.obj();
1251 if( mdata.mixed_effect || replace_mdata.mixed_effect ) {
1252 rating = m_mixed;
1253 } else if( replace_mdata.points - mdata.points < 0 ) {
1254 rating = m_good;
1255 } else if( mdata.points - replace_mdata.points < 0 ) {
1256 rating = m_bad;
1257 } else {
1258 rating = m_neutral;
1259 }
1260 //  TODO: Limit this to visible mutations
1261 // TODO: In case invisible mutation turns into visible or vice versa
1262 // print only the visible mutation appearing/disappearing
1263 add_msg_player_or_npc( rating,
1264 _( "Your %1$s mutation turns into %2$s!" ),
1265 _( "<npcname>'s %1$s mutation turns into %2$s!" ),
1266 replace_mdata.name(), mdata.name() );
1267
1268 g->events().send<event_type::evolves_mutation>( getID(), replace_mdata.id, mdata.id );
1269 unset_mutation( replacing );
1270 mutation_replaced = true;
1271 }
1272 if( replacing2 ) {
1273 const auto &replace_mdata = replacing2.obj();
1274 if( mdata.mixed_effect || replace_mdata.mixed_effect ) {
1275 rating = m_mixed;
1276 } else if( replace_mdata.points - mdata.points < 0 ) {
1277 rating = m_good;
1278 } else if( mdata.points - replace_mdata.points < 0 ) {
1279 rating = m_bad;
1280 } else {
1281 rating = m_neutral;
1282 }
1283 add_msg_player_or_npc( rating,
1284 _( "Your %1$s mutation turns into %2$s!" ),
1285 _( "<npcname>'s %1$s mutation turns into %2$s!" ),
1286 replace_mdata.name(), mdata.name() );
1287 g->events().send<event_type::evolves_mutation>( getID(), replace_mdata.id, mdata.id );
1288 unset_mutation( replacing2 );
1289 mutation_replaced = true;
1290 }
1291 for( const auto &i : canceltrait ) {
1292 const auto &cancel_mdata = i.obj();
1293 if( mdata.mixed_effect || cancel_mdata.mixed_effect ) {
1294 rating = m_mixed;
1295 } else if( mdata.points < cancel_mdata.points ) {
1296 rating = m_bad;
1297 } else if( mdata.points > cancel_mdata.points ) {
1298 rating = m_good;
1299 } else if( mdata.points == cancel_mdata.points ) {
1300 rating = m_neutral;
1301 } else {
1302 rating = m_mixed;
1303 }
1304 // If this new mutation cancels a base trait, remove it and add the mutation at the same time
1305 add_msg_player_or_npc( rating,
1306 _( "Your innate %1$s trait turns into %2$s!" ),
1307 _( "<npcname>'s innate %1$s trait turns into %2$s!" ),
1308 cancel_mdata.name(), mdata.name() );
1309 g->events().send<event_type::evolves_mutation>( getID(), cancel_mdata.id, mdata.id );
1310 unset_mutation( i );
1311 mutation_replaced = true;
1312 }
1313 if( !mutation_replaced ) {
1314 if( mdata.mixed_effect ) {
1315 rating = m_mixed;
1316 } else if( mdata.points > 0 ) {
1317 rating = m_good;
1318 } else if( mdata.points < 0 ) {
1319 rating = m_bad;
1320 } else {
1321 rating = m_neutral;
1322 }
1323 // TODO: Limit to visible mutations
1324 add_msg_player_or_npc( rating,
1325 _( "You gain a mutation called %s!" ),
1326 _( "<npcname> gains a mutation called %s!" ),
1327 mdata.name() );
1328 g->events().send<event_type::gains_mutation>( getID(), mdata.id );
1329 }
1330
1331 set_mutation( mut );
1332
1335 return true;
1336}
static bool same_type(const std::list< item > &items)
void remove_child_flag(const trait_id &flag)
Removes the mutation's child flag from the player's list.
Definition: mutation.cpp:1496
void drench_mut_calc()
Recalculates mutation drench protection for all bodyparts (ignored/good/neutral stats)
Definition: character.cpp:7939
void set_highest_cat_level()
Recalculates mutation_category_level[] values for the player.
Definition: character.cpp:7916
@ cancel
Definition: craft_command.h:28
game_message_type
Definition: enums.h:252
static std::vector< trait_id > get_all_mutation_prereqs(const trait_id &id)
Definition: mutation.cpp:1081
std::vector< trait_id > get_mutations_in_types(const std::set< std::string > &ids)
trait_id id
Definition: mutation.h:95
std::set< std::string > types
Definition: mutation.h:278
std::vector< trait_id > threshreq
Definition: mutation.h:277
bool mixed_effect
Definition: mutation.h:110

References _, Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), cancel, mutation_branch::cancels, drench_mut_calc(), evolves_mutation, detail::find(), g, gains_mutation, get_all_mutation_prereqs(), get_mutations_in_types(), getID(), has_base_trait(), has_child_flag(), has_trait(), mutation_branch::id, m_bad, m_good, m_mixed, m_neutral, mutation_branch::mixed_effect, mutate_towards(), mutation_branch::name(), string_id< mutation_branch >::NULL_ID(), string_id< T >::obj(), mutation_branch::points, mutation_branch::prereqs, mutation_branch::prereqs2, mutation_branch::profession, remove_child_flag(), remove_mutation(), same_type(), set_highest_cat_level(), set_mutation(), mutation_branch::threshold, mutation_branch::threshreq, mutation_branch::types, and unset_mutation().

◆ mutate_towards() [2/2]

bool Character::mutate_towards ( std::vector< trait_id muts,
int  num_tries = INT_MAX 
)

Mutates toward one of the given mutations, upgrading or removing conflicts if necessary.

Definition at line 1097 of file mutation.cpp.

1098{
1099 while( !muts.empty() && num_tries > 0 ) {
1100 int i = rng( 0, muts.size() - 1 );
1101
1102 if( mutate_towards( muts[i] ) ) {
1103 return true;
1104 }
1105
1106 muts.erase( muts.begin() + i );
1107 --num_tries;
1108 }
1109
1110 return false;
1111}

References mutate_towards(), and rng().

Referenced by mutate(), spell_effect::mutate(), mutate_category(), mutate_towards(), old_mutate(), and debug_menu::wishmutate().

◆ mutation_armor() [1/3]

resistances Character::mutation_armor ( bodypart_id  bp) const

Returns resistances on a body part provided by mutations.

Definition at line 6489 of file character.cpp.

6490{
6491 resistances res;
6492 for( const trait_id &iter : get_mutations() ) {
6493 res += iter->damage_resistance( bp->token );
6494 }
6495
6496 return res;
6497}

References get_mutations().

Referenced by get_all_armor_type(), get_armor_bash_base(), get_armor_bullet_base(), get_armor_cut_base(), get_armor_type(), mutation_armor(), and passive_absorb_hit().

◆ mutation_armor() [2/3]

float Character::mutation_armor ( bodypart_id  bp,
const damage_unit du 
) const

Definition at line 6504 of file character.cpp.

6505{
6506 return mutation_armor( bp ).get_effective_resist( du );
6507}
float get_effective_resist(const damage_unit &du) const
Definition: damage.cpp:217

References resistances::get_effective_resist(), and mutation_armor().

◆ mutation_armor() [3/3]

float Character::mutation_armor ( bodypart_id  bp,
damage_type  dt 
) const

Definition at line 6499 of file character.cpp.

6500{
6501 return mutation_armor( bp ).type_resist( dt );
6502}
float type_resist(damage_type dt) const
Definition: damage.cpp:213

References mutation_armor(), and resistances::type_resist().

◆ mutation_attacks()

std::vector< special_attack > Character::mutation_attacks ( Creature t) const

Returns a vector of valid mutation attacks.

Unarmed increases chance of attacking with mutated body parts Dexterity increases chance of attacking with mutated body parts

Definition at line 1906 of file melee.cpp.

1907{
1908 std::vector<special_attack> ret;
1909
1910 std::string target = t.disp_name();
1911
1912 const body_part_set usable_body_parts = exclusive_flag_coverage( "ALLOWS_NATURAL_ATTACKS" );
1913 const int unarmed = get_skill_level( skill_unarmed );
1914
1915 for( const trait_id &pr : get_mutations() ) {
1916 const mutation_branch &branch = pr.obj();
1917 for( const mut_attack &mut_atk : branch.attacks_granted ) {
1918 // Covered body part
1919 if( mut_atk.bp != num_bp && !usable_body_parts.test( mut_atk.bp ) ) {
1920 continue;
1921 }
1922
1923 /** @EFFECT_UNARMED increases chance of attacking with mutated body parts */
1924 /** @EFFECT_DEX increases chance of attacking with mutated body parts */
1925
1926 // Calculate actor ability value to be compared against mutation attack difficulty and add debug message
1927 const int proc_value = get_dex() + unarmed;
1928 add_msg( m_debug, "%s proc chance: %d in %d", pr.c_str(), proc_value, mut_atk.chance );
1929 // If the mutation attack fails to proc, bail out
1930 if( !x_in_y( proc_value, mut_atk.chance ) ) {
1931 continue;
1932 }
1933
1934 // If player has any blocker, bail out
1935 if( std::any_of( mut_atk.blocker_mutations.begin(), mut_atk.blocker_mutations.end(),
1936 [this]( const trait_id & blocker ) {
1937 return has_trait( blocker );
1938 } ) ) {
1939 add_msg( m_debug, "%s not procing: blocked", pr.c_str() );
1940 continue;
1941 }
1942
1943 // Player must have all needed traits
1944 if( !std::all_of( mut_atk.required_mutations.begin(), mut_atk.required_mutations.end(),
1945 [this]( const trait_id & need ) {
1946 return has_trait( need );
1947 } ) ) {
1948 add_msg( m_debug, "%s not procing: unmet req", pr.c_str() );
1949 continue;
1950 }
1951
1952 special_attack tmp;
1953 // Ugly special case: player's strings have only 1 variable, NPC have 2
1954 // Can't use <npcname> here
1955 // TODO: Fix
1956 if( is_player() ) {
1957 tmp.text = string_format( _( mut_atk.attack_text_u ), target );
1958 } else {
1959 tmp.text = string_format( _( mut_atk.attack_text_npc ), name, target );
1960 }
1961
1962 // Attack starts here
1963 if( mut_atk.hardcoded_effect ) {
1964 tmp.damage = hardcoded_mutation_attack( *this, pr );
1965 } else {
1966 damage_instance dam = mut_atk.base_damage;
1967 damage_instance scaled = mut_atk.strength_damage;
1968 scaled.mult_damage( std::min<float>( 15.0f, get_str() ), true );
1969 dam.add( scaled );
1970
1971 tmp.damage = dam;
1972 }
1973
1974 if( tmp.damage.total_damage() > 0.0f ) {
1975 ret.emplace_back( tmp );
1976 } else {
1977 add_msg( m_debug, "%s not procing: zero damage", pr.c_str() );
1978 }
1979 }
1980 }
1981
1982 return ret;
1983}
static damage_instance hardcoded_mutation_attack(const Character &u, const trait_id &id)
Definition: melee.cpp:1852
float total_damage() const
Definition: damage.cpp:75
void add(const damage_instance &added_di)
Definition: damage.cpp:93
std::string attack_text_u
Text printed when the attack is proced by you.
Definition: mutation.h:58
std::set< trait_id > blocker_mutations
Need none of those to qualify for this attack.
Definition: mutation.h:64
std::set< trait_id > required_mutations
Need all of those to qualify for this attack.
Definition: mutation.h:62
int chance
Chance to proc is one_in( chance - dex - unarmed )
Definition: mutation.h:70
body_part bp
If not num_bp, this body part needs to be uncovered for the attack to proc.
Definition: mutation.h:67
damage_instance base_damage
Definition: mutation.h:72
bool hardcoded_effect
Should be true when and only when this attack needs hardcoded handling.
Definition: mutation.h:77
damage_instance strength_damage
Multiplied by strength and added to the above.
Definition: mutation.h:74
std::string attack_text_npc
As above, but for npc.
Definition: mutation.h:60
std::vector< mut_attack > attacks_granted
Attacks granted by this mutation.
Definition: mutation.h:267
std::string text
Definition: character.h:233
damage_instance damage
Definition: character.h:234

References _, damage_instance::add(), add_msg(), mut_attack::attack_text_npc, mut_attack::attack_text_u, mutation_branch::attacks_granted, mut_attack::base_damage, mut_attack::blocker_mutations, mut_attack::bp, mut_attack::chance, special_attack::damage, Creature::disp_name(), exclusive_flag_coverage(), get_dex(), get_mutations(), get_skill_level(), get_str(), mut_attack::hardcoded_effect, hardcoded_mutation_attack(), Creature::is_player(), m_debug, damage_instance::mult_damage(), name, num_bp, mut_attack::required_mutations, cata::hash64_detail::ret, skill_unarmed, mut_attack::strength_damage, string_format(), body_part_set::test(), special_attack::text, damage_instance::total_damage(), and x_in_y().

Referenced by perform_special_attacks().

◆ mutation_chances()

std::map< trait_id, float > Character::mutation_chances ( ) const

Calculate percentage chances for mutations.

Definition at line 752 of file mutation.cpp.

753{
754 bool force_bad = false;
755 const bool force_good = false;
757 force_bad = true;
758 }
759
760 int current_score = genetic_score( *this );
761 // 10/10/10/10 in stats, balanced traits, plus tip
762 int expected_score = 4 * 10 + 6;
763 int direction = expected_score - current_score;
764
765 // Duplicates allowed - they'll increase chances of change
766 std::vector<potential_mutation> potential;
767
768 for( const mutation_branch &traits_iter : mutation_branch::get_all() ) {
769 const trait_id &base_mutation = traits_iter.id;
770 const mutation_branch &base_mdata = traits_iter;
771 bool thresh_save = base_mdata.threshold;
772 bool prof_save = base_mdata.profession;
773 bool purify_save = !base_mdata.purifiable;
774 bool can_remove = !thresh_save && !prof_save && !purify_save;
775
776 if( has_trait( base_mutation ) ) {
777 for( const trait_id &mutation : base_mdata.replacements ) {
778 if( mutation->valid && mutation_ok( mutation, force_good, force_bad ) ) {
779 potential.emplace_back( base_mutation, mutation, 3 );
780 }
781 }
782
783 for( const trait_id &mutation : base_mdata.additions ) {
784 if( mutation->valid && mutation_ok( mutation, force_good, force_bad ) ) {
785 potential.emplace_back( trait_id::NULL_ID(), mutation, 3 );
786 }
787 }
788
789 // Removal or downgrade (if possible)
790 if( can_remove ) {
791 potential.emplace_back( base_mutation, trait_id::NULL_ID(), 2 );
792 }
793 } else {
794 // Addition from nothing
795 // Duplicates addition above, but that's OK, we need to handle dupes anyway
796 if( base_mutation->valid && mutation_ok( base_mutation, force_good, force_bad ) ) {
797 potential.emplace_back( trait_id::NULL_ID(), base_mutation, 1 );
798 }
799 }
800 }
801
802 // We need all mutation categories in here
803 std::map<std::string, int> padded_mut_cat_lvl = mutation_category_level;
804 for( const mutation_branch &traits_iter : mutation_branch::get_all() ) {
805 for( const std::string &cat : traits_iter.category ) {
806 // Will do nothing if it exists already
807 padded_mut_cat_lvl.insert( std::make_pair( cat, 0 ) );
808 }
809 }
810
811 const std::map<std::string, float> add_weighs =
812 calc_category_weights( padded_mut_cat_lvl, true );
813 const std::map<std::string, float> rem_weighs =
814 calc_category_weights( padded_mut_cat_lvl, false );
815
816 // Not normalized
817 std::map<trait_id, float> chances;
818
819 // Warning: has duplicates
820 for( const potential_mutation &pm : potential ) {
821 int cost_from = pm.from.is_valid() ? pm.from->cost : 0;
822 int cost_to = pm.to.is_valid() ? pm.to->cost : 0;
823 int score_diff = cost_to - cost_from;
824
825 if( pm.to.is_valid() ) {
826 float cat_mod = std::accumulate( pm.to->category.begin(), pm.to->category.end(), 0.0f,
827 [&add_weighs]( float m, const std::string & cat ) {
828 return std::max( m, add_weighs.at( cat ) );
829 } );
830 float c = score_difference_to_chance( direction + score_diff );
831 chances[pm.to] += c * cat_mod;
832 } else if( pm.from.is_valid() ) {
833 float cat_mod = std::accumulate( pm.from->category.begin(), pm.from->category.end(), 0.0f,
834 [&rem_weighs]( float m, const std::string & cat ) {
835 return std::min( m, rem_weighs.at( cat ) );
836 } );
837 float c = score_difference_to_chance( direction - score_diff );
838 chances[pm.from] += c * cat_mod;
839 }
840 }
841
842 return normalized_map( chances );
843}
direction
Definition: line.h:39
constexpr double c
Definition: magic.cpp:1032
static float score_difference_to_chance(float diff)
Definition: mutation.cpp:690
static T normalized_map(const T &ctn)
Definition: mutation.cpp:699
static int genetic_score(const Character &c)
Definition: mutation.cpp:683
static std::map< std::string, float > calc_category_weights(const std::map< std::string, int > &mcl, bool addition)
Definition: mutation.cpp:719
static const std::vector< mutation_branch > & get_all()
All known mutations.
std::vector< trait_id > additions
Definition: mutation.h:281

References mutation_branch::additions, c, calc_category_weights(), genetic_score(), mutation_branch::get_all(), has_trait(), string_id< T >::id(), mutation_category_level, mutation_ok(), normalized_map(), string_id< mutation_branch >::NULL_ID(), mutation_branch::profession, mutation_branch::purifiable, mutation_branch::replacements, score_difference_to_chance(), mutation_branch::threshold, trait_CHAOTIC_BAD, and mutation_branch::valid.

Referenced by debug_menu::debug(), and mutate().

◆ mutation_effect()

void Character::mutation_effect ( const trait_id mut)

Handles things like removal of armor, etc.

Definition at line 258 of file mutation.cpp.

259{
260 if( mut == trait_GLASSJAW ) {
261 recalc_hp();
262
263 } else if( mut == trait_STR_ALPHA ) {
264 if( str_max < 16 ) {
265 str_max = 8 + str_max / 2;
266 }
267 apply_mods( mut, true );
268 recalc_hp();
269 } else if( mut == trait_DEX_ALPHA ) {
270 if( dex_max < 16 ) {
271 dex_max = 8 + dex_max / 2;
272 }
273 apply_mods( mut, true );
274 } else if( mut == trait_INT_ALPHA ) {
275 if( int_max < 16 ) {
276 int_max = 8 + int_max / 2;
277 }
278 apply_mods( mut, true );
279 } else if( mut == trait_INT_SLIME ) {
280 int_max *= 2; // Now, can you keep it? :-)
281
282 } else if( mut == trait_PER_ALPHA ) {
283 if( per_max < 16 ) {
284 per_max = 8 + per_max / 2;
285 }
286 apply_mods( mut, true );
287 } else {
288 apply_mods( mut, true );
289 }
290
292
293 const auto &branch = mut.obj();
294 if( branch.hp_modifier != 0.0f || branch.hp_modifier_secondary != 0.0f ||
295 branch.hp_adjustment != 0.0f ) {
296 recalc_hp();
297 }
298
299 remove_worn_items_with( [&]( item & armor ) {
300 static const std::string mutation_safe = "OVERSIZE";
301 if( armor.has_flag( mutation_safe ) ) {
302 return false;
303 }
304 if( !branch.conflicts_with_item( armor ) ) {
305 return false;
306 }
307
309 _( "Your %s is pushed off!" ),
310 _( "<npcname>'s %s is pushed off!" ),
311 armor.tname() );
312 get_map().add_item_or_charges( pos(), armor );
313 return true;
314 } );
315
316 if( branch.starts_active ) {
317 my_mutations[mut].powered = true;
318 }
319
320 on_mutation_gain( mut );
321}
std::list< item > remove_worn_items_with(std::function< bool(item &)> filter)
Similar to remove_items_with, but considers only worn items and not their content (item::contents is ...
Definition: character.cpp:2345
static const trait_id trait_PER_ALPHA("PER_ALPHA")
static const trait_id trait_STR_ALPHA("STR_ALPHA")
static const trait_id trait_GLASSJAW("GLASSJAW")
static const trait_id trait_DEX_ALPHA("DEX_ALPHA")
static const trait_id trait_INT_SLIME("INT_SLIME")
static const trait_id trait_INT_ALPHA("INT_ALPHA")

References _, Creature::add_msg_player_or_npc(), apply_mods(), dex_max, get_map(), item::has_flag(), int_max, m_bad, my_mutations, string_id< T >::obj(), on_mutation_gain(), per_max, pos(), recalc_hp(), recalculate_size(), remove_worn_items_with(), str_max, item::tname(), trait_DEX_ALPHA, trait_GLASSJAW, trait_INT_ALPHA, trait_INT_SLIME, trait_PER_ALPHA, and trait_STR_ALPHA.

Referenced by on_item_wear(), set_mutation(), and switch_mutations().

◆ mutation_loss_effect()

void Character::mutation_loss_effect ( const trait_id mut)

Handles what happens when you lose a mutation.

Definition at line 323 of file mutation.cpp.

324{
325 if( mut == trait_GLASSJAW ) {
326 recalc_hp();
327
328 } else if( mut == trait_STR_ALPHA ) {
329 apply_mods( mut, false );
330 if( str_max < 16 ) {
331 str_max = 2 * ( str_max - 8 );
332 }
333 recalc_hp();
334 } else if( mut == trait_DEX_ALPHA ) {
335 apply_mods( mut, false );
336 if( dex_max < 16 ) {
337 dex_max = 2 * ( dex_max - 8 );
338 }
339 } else if( mut == trait_INT_ALPHA ) {
340 apply_mods( mut, false );
341 if( int_max < 16 ) {
342 int_max = 2 * ( int_max - 8 );
343 }
344 } else if( mut == trait_INT_SLIME ) {
345 int_max /= 2; // In case you have a freak accident with the debug menu ;-)
346
347 } else if( mut == trait_PER_ALPHA ) {
348 apply_mods( mut, false );
349 if( per_max < 16 ) {
350 per_max = 2 * ( per_max - 8 );
351 }
352 } else {
353 apply_mods( mut, false );
354 }
355
357
358 const auto &branch = mut.obj();
359 if( branch.hp_modifier != 0.0f || branch.hp_modifier_secondary != 0.0f ||
360 branch.hp_adjustment != 0.0f ) {
361 recalc_hp();
362 }
363
364 on_mutation_loss( mut );
365}
void on_mutation_loss(const trait_id &mid)
Called when a mutation is lost.
Definition: character.cpp:9891

References apply_mods(), dex_max, int_max, string_id< T >::obj(), on_mutation_loss(), per_max, recalc_hp(), recalculate_size(), str_max, trait_DEX_ALPHA, trait_GLASSJAW, trait_INT_ALPHA, trait_INT_SLIME, trait_PER_ALPHA, and trait_STR_ALPHA.

Referenced by on_item_takeoff(), switch_mutations(), and unset_mutation().

◆ mutation_ok()

bool Character::mutation_ok ( const trait_id mutation,
bool  force_good,
bool  force_bad 
) const

Returns true if the player doesn't have the mutation or a conflicting one and it complies with the force typing.

Definition at line 639 of file mutation.cpp.

640{
641 if( !is_category_allowed( mutation->category ) ) {
642 return false;
643 }
644 if( mutation_branch::trait_is_blacklisted( mutation ) ) {
645 return false;
646 }
647 if( has_trait( mutation ) || has_child_flag( mutation ) ) {
648 // We already have this mutation or something that replaces it.
649 return false;
650 }
651
652 for( const bionic_id &bid : get_bionics() ) {
653 for( const trait_id &mid : bid->canceled_mutations ) {
654 if( mid == mutation ) {
655 return false;
656 }
657 }
658 }
659
660 const mutation_branch &mdata = mutation.obj();
661 if( force_bad && mdata.points > 0 ) {
662 // This is a good mutation, and we're due for a bad one.
663 return false;
664 }
665
666 if( force_good && mdata.points < 0 ) {
667 // This is a bad mutation, and we're due for a good one.
668 return false;
669 }
670
671 return true;
672}
bool is_category_allowed(const std::vector< std::string > &category) const
Returns true if this category of mutation is allowed.
Definition: mutation.cpp:373
std::vector< std::string > category
Definition: mutation.h:282
static bool trait_is_blacklisted(const trait_id &tid)
Check if the trait with the given ID is blacklisted.

References mutation_branch::category, get_bionics(), has_child_flag(), has_trait(), is_category_allowed(), string_id< T >::obj(), mutation_branch::points, and mutation_branch::trait_is_blacklisted().

Referenced by mutate_category(), mutation_chances(), and old_mutate().

◆ mutation_spend_resources()

void Character::mutation_spend_resources ( const trait_id mut)

Removes the appropriate costs (NOTE: will reapply mods & recalc sightlines in case of newly activated mutation).

Definition at line 1723 of file mutation.cpp.

1724{
1725 const mutation_branch &mdata = mut.obj();
1726 trait_data &tdata = my_mutations[mut];
1727 int cost = mdata.cost;
1728 if( tdata.powered && tdata.charge > 0 ) {
1729 // Already-on units just lose a bit of charge
1730 tdata.charge--;
1731 } else {
1732 // Not-on units, or those with zero charge, have to pay the power cost
1733 if( mdata.cooldown > 0 ) {
1734 tdata.charge = mdata.cooldown - 1;
1735 }
1736 if( mdata.hunger ) {
1737 // burn some energy
1738 mod_stored_kcal( -cost * 6 );
1739 }
1740 if( mdata.thirst ) {
1741 mod_thirst( cost );
1742 }
1743 if( mdata.fatigue ) {
1744 mod_fatigue( cost );
1745 }
1746
1747 // Handle stat changes from activation
1748 apply_mods( mut, true );
1750 }
1751}

References apply_mods(), Character::trait_data::charge, mutation_branch::cooldown, mutation_branch::cost, mutation_branch::fatigue, mutation_branch::hunger, mod_fatigue(), mod_stored_kcal(), mod_thirst(), my_mutations, string_id< T >::obj(), Character::trait_data::powered, recalc_sight_limits(), and mutation_branch::thirst.

Referenced by activate_mutation(), iexamine::ledge(), and game::vertical_move().

◆ mutation_value()

float Character::mutation_value ( const std::string &  val) const

Goes over all mutations, gets min and max of a value with given name.

Returns
min( 0, lowest ) + max( 0, highest )

Definition at line 6744 of file character.cpp.

6745{
6746 // Syntax similar to tuple get<n>()
6747 const auto found = mutation_value_map.find( val );
6748
6749 if( found == mutation_value_map.end() ) {
6750 debugmsg( "Invalid mutation value name %s", val );
6751 return 0.0f;
6752 } else {
6753 return found->second( cached_mutations );
6754 }
6755}
static const std::map< std::string, std::function< float(std::vector< const mutation_branch * >)> > mutation_value_map
Definition: character.cpp:6707

References cached_mutations, debugmsg, and mutation_value_map.

Referenced by attack_cost(), calc_needs_rates(), draw_speed_tab(), get_stamina_max(), healing_rate(), healing_rate_medicine(), hearing_ability(), is_immune_effect(), known_magic::mana_regen_rate(), known_magic::max_mana(), mend(), metabolic_rate_base(), overmap_sight_range(), read_speed(), recalc_hp(), player::recalc_speed_bonus(), reset_stats(), run_cost(), rust_rate(), swim_speed(), update_stamina(), visibility(), game::walk_move(), and weight_capacity().

◆ natural_attack_restricted_on()

bool Character::natural_attack_restricted_on ( const bodypart_id bp) const

Returns true if the character is wearing something on the entered body_part, ignoring items with the ALLOWS_NATURAL_ATTACKS flag.

Definition at line 1854 of file character.cpp.

1855{
1856 for( const item &i : worn ) {
1857 if( i.covers( bp->token ) && !i.has_flag( "ALLOWS_NATURAL_ATTACKS" ) &&
1858 !i.has_flag( "SEMITANGIBLE" ) &&
1859 !i.has_flag( "PERSONAL" ) && !i.has_flag( "AURA" ) ) {
1860 return true;
1861 }
1862 }
1863 return false;
1864}

References worn.

Referenced by roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

◆ nearby()

std::vector< item_location > Character::nearby ( const std::function< bool(const item *, const item *)> &  func,
int  radius = 1 
) const

Returns nearby items which match the provided predicate.

Definition at line 2250 of file character.cpp.

2252{
2253 std::vector<item_location> res;
2254
2255 visit_items( [&]( const item * e, const item * parent ) {
2256 if( func( e, parent ) ) {
2257 res.emplace_back( const_cast<Character &>( *this ), const_cast<item *>( e ) );
2258 }
2259 return VisitResponse::NEXT;
2260 } );
2261
2262 for( const auto &cur : map_selector( pos(), radius ) ) {
2263 cur.visit_items( [&]( const item * e, const item * parent ) {
2264 if( func( e, parent ) ) {
2265 res.emplace_back( cur, const_cast<item *>( e ) );
2266 }
2267 return VisitResponse::NEXT;
2268 } );
2269 }
2270
2271 for( const auto &cur : vehicle_selector( pos(), radius ) ) {
2272 cur.visit_items( [&]( const item * e, const item * parent ) {
2273 if( func( e, parent ) ) {
2274 res.emplace_back( cur, const_cast<item *>( e ) );
2275 }
2276 return VisitResponse::NEXT;
2277 } );
2278 }
2279
2280 return res;
2281}

References NEXT, pos(), and visitable< Character >::visit_items().

Referenced by bandolier_actor::reload(), and npc::within_boundaries_of_camp().

◆ normalize()

void Character::normalize ( )
overridevirtual

Calls Creature::normalize() nulls out the player's weapon Should only be called through player::normalize(), not on it's own!

Reimplemented from Creature.

Reimplemented in player.

Definition at line 3451 of file character.cpp.

3452{
3454
3455 martial_arts_data->reset_style();
3457
3458 set_body();
3459 recalc_hp();
3460}
virtual void normalize()
Recreates the Creature from scratch.
Definition: creature.cpp:121

References martial_arts_data, Creature::normalize(), recalc_hp(), Creature::set_body(), calendar::start_of_cataclysm, and weapon.

Referenced by player::normalize().

◆ num_bionics()

int Character::num_bionics ( ) const

Returns the size of my_bionics[].

Definition at line 2622 of file bionics.cpp.

2623{
2624 return my_bionics->size();
2625}

References my_bionics.

Referenced by conditional_t< T >::set_has_bionics().

◆ nutrition_for()

int Character::nutrition_for ( const item comest) const

Handles the nutrition value for a comestible.

Definition at line 459 of file consumption.cpp.

460{
462}
static constexpr float kcal_per_nutr
1 nutr ~= 8.7kcal (1 nutr/5min = 288 nutr/day at 2500kcal/day)
Definition: itype.h:180
int kcal
amount of kcal this food has
Definition: stomach.h:18

References compute_effective_nutrients(), nutrients::kcal, and islot_comestible::kcal_per_nutr.

Referenced by iuse::blech(), can_eat(), consume_effects(), npc::decide_needs(), player::eat(), iuse::plantblech(), and npc::value().

◆ old_mutate()

void Character::old_mutate ( )
private

Definition at line 887 of file mutation.cpp.

888{
889 bool force_bad = one_in( 3 );
890 bool force_good = false;
891 if( has_trait( trait_ROBUST ) && force_bad ) {
892 // Robust Genetics gives you a 33% chance for a good mutation,
893 // instead of the 33% chance of a bad one.
894 force_bad = false;
895 force_good = true;
896 }
898 force_bad = true;
899 force_good = false;
900 }
901
902 // Determine the highest mutation category
903 std::string cat = get_highest_category();
904
905 if( !is_category_allowed( cat ) ) {
906 cat.clear();
907 }
908
909 // See if we should upgrade/extend an existing mutation...
910 std::vector<trait_id> upgrades;
911
912 // ... or remove one that is not in our highest category
913 std::vector<trait_id> downgrades;
914
915 // For each mutation...
916 for( const mutation_branch &traits_iter : mutation_branch::get_all() ) {
917 const trait_id &base_mutation = traits_iter.id;
918 const mutation_branch &base_mdata = traits_iter;
919 bool thresh_save = base_mdata.threshold;
920 bool prof_save = base_mdata.profession;
921 // are we unpurifiable? (saved from mutating away)
922 bool purify_save = !base_mdata.purifiable;
923
924 // ...that we have...
925 if( has_trait( base_mutation ) ) {
926 // ...consider the mutations that replace it.
927 for( const trait_id &mutation : base_mdata.replacements ) {
928 bool valid_ok = mutation->valid;
929
930 if( ( mutation_ok( mutation, force_good, force_bad ) ) &&
931 ( valid_ok ) ) {
932 upgrades.push_back( mutation );
933 }
934 }
935
936 // ...consider the mutations that add to it.
937 for( const trait_id &mutation : base_mdata.additions ) {
938 bool valid_ok = mutation->valid;
939
940 if( ( mutation_ok( mutation, force_good, force_bad ) ) &&
941 ( valid_ok ) ) {
942 upgrades.push_back( mutation );
943 }
944 }
945
946 // ...consider whether its in our highest category
947 if( has_trait( base_mutation ) && !has_base_trait( base_mutation ) ) {
948 // Starting traits don't count toward categories
949 std::vector<trait_id> group = mutations_category[cat];
950 bool in_cat = false;
951 for( const trait_id &elem : group ) {
952 if( elem == base_mutation ) {
953 in_cat = true;
954 break;
955 }
956 }
957
958 // mark for removal
959 // no removing Thresholds/Professions this way!
960 // unpurifiable traits also cannot be purified
961 if( !in_cat && !thresh_save && !prof_save && !purify_save ) {
962 if( one_in( 4 ) ) {
963 downgrades.push_back( base_mutation );
964 }
965 }
966 }
967 }
968 }
969
970 // Preliminary round to either upgrade or remove existing mutations
971 if( one_in( 2 ) ) {
972 if( !upgrades.empty() ) {
973 // (upgrade count) chances to pick an upgrade, 4 chances to pick something else.
974 size_t roll = rng( 0, upgrades.size() + 4 );
975 if( roll < upgrades.size() ) {
976 // We got a valid upgrade index, so use it and return.
977 mutate_towards( upgrades[roll] );
978 return;
979 }
980 }
981 } else {
982 // Remove existing mutations that don't fit into our category
983 if( !downgrades.empty() && !cat.empty() ) {
984 size_t roll = rng( 0, downgrades.size() + 4 );
985 if( roll < downgrades.size() ) {
986 remove_mutation( downgrades[roll] );
987 return;
988 }
989 }
990 }
991
992 std::vector<trait_id> valid; // Valid mutations
993 bool first_pass = true;
994
995 do {
996 // If we tried once with a non-NULL category, and couldn't find anything valid
997 // there, try again with empty category
998 // CHAOTIC_BAD lets the game pull from any category by default
999 if( !first_pass || has_trait( trait_CHAOTIC_BAD ) ) {
1000 cat.clear();
1001 }
1002
1003 if( cat.empty() ) {
1004 // Pull the full list
1005 for( const mutation_branch &traits_iter : mutation_branch::get_all() ) {
1006 if( traits_iter.valid && is_category_allowed( traits_iter.category ) ) {
1007 valid.push_back( traits_iter.id );
1008 }
1009 }
1010 } else {
1011 // Pull the category's list
1012 valid = mutations_category[cat];
1013 }
1014
1015 // Remove anything we already have, that we have a child of, or that
1016 // goes against our intention of a good/bad mutation
1017 for( size_t i = 0; i < valid.size(); i++ ) {
1018 if( ( !mutation_ok( valid[i], force_good, force_bad ) ) ||
1019 ( !valid[i]->valid ) ) {
1020 valid.erase( valid.begin() + i );
1021 i--;
1022 }
1023 }
1024
1025 if( valid.empty() ) {
1026 // So we won't repeat endlessly
1027 first_pass = false;
1028 }
1029 } while( valid.empty() && !cat.empty() );
1030
1031 if( valid.empty() ) {
1032 // Couldn't find anything at all!
1033 return;
1034 }
1035
1036 if( mutate_towards( random_entry( valid ) ) ) {
1037 return;
1038 } else {
1039 // if mutation failed (errors, post-threshold pick), try again once.
1040 mutate_towards( random_entry( valid ) );
1041 }
1042}
std::string get_highest_category() const
Returns the highest mutation category.
Definition: character.cpp:7963
group
Definition: sounds.h:125

References mutation_branch::additions, mutation_branch::get_all(), get_highest_category(), has_base_trait(), has_trait(), string_id< T >::id(), is_category_allowed(), mutate_towards(), mutation_ok(), mutations_category, one_in(), mutation_branch::profession, mutation_branch::purifiable, random_entry(), remove_mutation(), mutation_branch::replacements, rng(), mutation_branch::threshold, trait_CHAOTIC_BAD, trait_ROBUST, and mutation_branch::valid.

Referenced by mutate().

◆ on_damage_of_type()

void Character::on_damage_of_type ( int  adjusted_damage,
damage_type  type,
const bodypart_id bp 
)
overrideprotectedvirtual

Reimplemented from Creature.

Definition at line 4490 of file character.cpp.

4491{
4492 // Electrical damage has a chance to temporarily incapacitate bionics in the damaged body_part.
4493 if( type == DT_ELECTRIC ) {
4494 const time_duration min_disable_time = 10_turns * adjusted_damage;
4495 for( bionic &i : *my_bionics ) {
4496 if( !i.powered ) {
4497 // Unpowered bionics are protected from power surges.
4498 continue;
4499 }
4500 const auto &info = i.info();
4501 if( info.has_flag( STATIC( flag_str_id( "BIONIC_SHOCKPROOF" ) ) )
4502 || info.has_flag( STATIC( flag_str_id( "BIONIC_FAULTY" ) ) ) ) {
4503 continue;
4504 }
4505 const std::map<bodypart_str_id, int> &bodyparts = info.occupied_bodyparts;
4506 if( bodyparts.find( bp.id() ) != bodyparts.end() ) {
4507 const int bp_hp = get_part_hp_cur( bp );
4508 // The chance to incapacitate is as high as 50% if the attack deals damage equal to one third of the body part's current health.
4509 if( x_in_y( adjusted_damage * 3, bp_hp ) && one_in( 2 ) ) {
4510 if( i.incapacitated_time == 0_turns ) {
4511 add_msg_if_player( m_bad, _( "Your %s bionic shorts out!" ), info.name );
4512 }
4513 i.incapacitated_time += rng( min_disable_time, 10 * min_disable_time );
4514 }
4515 }
4516 }
4517 }
4518}
#define STATIC(expr)
The purpose of this macro is to provide a concise syntax for creation of inline literals (std::string...
Definition: make_static.h:24
string_id< json_flag > flag_str_id
Definition: type_id.h:200

References _, Creature::add_msg_if_player(), DT_ELECTRIC, Creature::get_part_hp_cur(), int_id< T >::id(), m_bad, my_bionics, one_in(), rng(), STATIC, type, and x_in_y().

◆ on_effect_int_change()

void Character::on_effect_int_change ( const efftype_id effect_type,
int  intensity,
const bodypart_str_id bp 
)
overridevirtual

Called when effect intensity has been changed.

Reimplemented from Creature.

Definition at line 9870 of file character.cpp.

9872{
9873 // Adrenaline can reduce perceived pain (or increase it when you enter comedown).
9874 // See @ref get_perceived_pain()
9876 // Note that calling this does no harm if it wasn't changed.
9877 on_stat_change( "perceived_pain", get_perceived_pain() );
9878 }
9879
9880 morale->on_effect_int_change( effect_type, intensity, bp );
9881}

References effect_adrenaline, Creature::get_perceived_pain(), morale, and on_stat_change().

Referenced by load(), and Creature::load().

◆ on_hit()

void Character::on_hit ( Creature source,
bodypart_id  bp_hit,
float  difficulty,
dealt_projectile_attack const *  proj 
)
overridevirtual

This creature just got hit by an attack - possibly special/ranged attack - from source.

Players should train dodge, possibly counter-attack somehow.

Implements Creature.

Reimplemented in player.

Definition at line 8390 of file character.cpp.

8392{
8393 enchantment_cache->cast_hit_me( *this, source );
8394}

References enchantment_cache.

Referenced by melee_attack(), and player::on_hit().

◆ on_hurt()

void Character::on_hurt ( Creature source,
bool  disturb = true 
)

Handles effects that happen when the player is damaged and aware of the fact.

Definition at line 8681 of file character.cpp.

8682{
8684 ( get_part_hp_cur( bodypart_id( "head" ) ) < 25 ||
8685 get_part_hp_cur( bodypart_id( "torso" ) ) < 15 ) ) {
8686 add_effect( effect_adrenaline, 20_minutes );
8687 }
8688
8689 if( disturb ) {
8691 wake_up();
8692 }
8693 if( !is_npc() && !has_effect( effect_narcosis ) ) {
8694 if( source != nullptr ) {
8695 g->cancel_activity_or_ignore_query( distraction_type::attacked,
8696 string_format( _( "You were attacked by %s!" ),
8697 source->disp_name() ) );
8698 } else {
8699 g->cancel_activity_or_ignore_query( distraction_type::attacked, _( "You were hurt!" ) );
8700 }
8701 }
8702 }
8703
8704 if( is_dead_state() ) {
8705 set_killer( source );
8706 }
8707}
static const efftype_id effect_narcosis("narcosis")
static const trait_id trait_ADRENALINE("ADRENALINE")
void wake_up()
Removes "sleep" and "lying_down".
Definition: character.cpp:7666

References _, Creature::add_effect(), attacked, Creature::disp_name(), effect_adrenaline, effect_narcosis, effect_sleep, g, Creature::get_part_hp_cur(), Creature::has_effect(), has_trait(), Creature::is_dead_state(), Creature::is_npc(), Creature::set_killer(), string_format(), trait_ADRENALINE, and wake_up().

Referenced by apply_damage(), deal_damage(), and hurtall().

◆ on_item_takeoff()

void Character::on_item_takeoff ( const item it)

Called when an item is taken off.

Definition at line 9857 of file character.cpp.

9858{
9859 for( const trait_id &mut : it.mutations_from_wearing( *this ) ) {
9860 mutation_loss_effect( mut );
9863 if( get_stamina() > get_stamina_max() ) {
9865 }
9866 }
9867 morale->on_item_takeoff( it );
9868}
void mutation_loss_effect(const trait_id &mut)
Handles what happens when you lose a mutation.
Definition: mutation.cpp:323
std::vector< trait_id > mutations_from_wearing(const Character &guy) const
Definition: item.cpp:8909

References calc_encumbrance(), get_stamina(), get_stamina_max(), morale, mutation_loss_effect(), item::mutations_from_wearing(), recalc_sight_limits(), and set_stamina().

Referenced by item::on_takeoff().

◆ on_item_wear()

void Character::on_item_wear ( const item it)

Called when an item is worn.

Definition at line 9842 of file character.cpp.

9843{
9844 for( const trait_id &mut : it.mutations_from_wearing( *this ) ) {
9845 mutation_effect( mut );
9848
9849 // If the stamina is higher than the max (Languorous), set it back to max
9850 if( get_stamina() > get_stamina_max() ) {
9852 }
9853 }
9854 morale->on_item_wear( it );
9855}
void mutation_effect(const trait_id &mut)
Handles things like removal of armor, etc.
Definition: mutation.cpp:258

References calc_encumbrance(), get_stamina(), get_stamina_max(), morale, mutation_effect(), item::mutations_from_wearing(), recalc_sight_limits(), and set_stamina().

Referenced by debug_menu::character_edit_menu(), load(), and item::on_wear().

◆ on_mutation_gain()

void Character::on_mutation_gain ( const trait_id mid)

Called when a mutation is gained.

Definition at line 9883 of file character.cpp.

9884{
9885 morale->on_mutation_gain( mid );
9886 magic->on_mutation_gain( mid, *this );
9887 update_type_of_scent( mid );
9888 recalculate_enchantment_cache(); // mutations can have enchantments
9889}

References magic, morale, recalculate_enchantment_cache(), and update_type_of_scent().

Referenced by add_bionic(), known_magic::learn_spell(), load(), and mutation_effect().

◆ on_mutation_loss()

void Character::on_mutation_loss ( const trait_id mid)

Called when a mutation is lost.

Definition at line 9891 of file character.cpp.

9892{
9893 morale->on_mutation_loss( mid );
9894 magic->on_mutation_loss( mid );
9895 update_type_of_scent( mid, false );
9896 recalculate_enchantment_cache(); // mutations can have enchantments
9897}

References magic, morale, recalculate_enchantment_cache(), and update_type_of_scent().

Referenced by mutation_loss_effect().

◆ on_stat_change()

void Character::on_stat_change ( const std::string &  stat,
int  value 
)
overridevirtual

Called when a stat is changed.

Reimplemented from Creature.

Definition at line 9899 of file character.cpp.

9900{
9901 morale->on_stat_change( stat, value );
9902}

References morale.

Referenced by load(), Creature::load(), on_effect_int_change(), set_fatigue(), player::set_pain(), set_painkiller(), and set_thirst().

◆ on_worn_item_washed()

void Character::on_worn_item_washed ( const item it)

Called when an item is washed.

Definition at line 9835 of file character.cpp.

9836{
9837 if( is_worn( it ) ) {
9838 morale->on_worn_item_washed( it );
9839 }
9840}

References is_worn(), and morale.

Referenced by wash_activity_actor::finish().

◆ operator=() [1/2]

Character & Character::operator= ( Character &&  )
protecteddefault

◆ operator=() [2/2]

Character & Character::operator= ( const Character )
delete

◆ overmap_los()

bool Character::overmap_los ( const tripoint_abs_omt omt,
int  sight_points 
)

Returns true if overmap tile is within player line-of-sight.

Definition at line 743 of file character.cpp.

744{
746 const point_rel_omt offset = omt.xy() - ompos.xy();
747 if( offset.x() < -sight_points || offset.x() > sight_points ||
748 offset.y() < -sight_points || offset.y() > sight_points ) {
749 // Outside maximum sight range
750 return false;
751 }
752
753 // TODO: fix point types
754 const std::vector<tripoint> line = line_to( ompos.raw(), omt.raw(), 0, 0 );
755 for( size_t i = 0; i < line.size() && sight_points >= 0; i++ ) {
756 const tripoint &pt = line[i];
757 const oter_id &ter = overmap_buffer.ter( tripoint_abs_omt( pt ) );
758 sight_points -= static_cast<int>( ter->get_see_cost() );
759 if( sight_points < 0 ) {
760 return false;
761 }
762 }
763 return true;
764}
constexpr auto & x()
Definition: coordinates.h:118
constexpr Point & raw()
Definition: coordinates.h:111
constexpr auto & y()
Definition: coordinates.h:124
constexpr auto xy() const
Definition: coordinates.h:130
std::vector< coords::coord_point< Point, Origin, Scale > > line_to(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:548
constexpr scale omt
Definition: coordinates.h:32
unsigned char get_see_cost() const
Definition: omdata.h:234

References oter_t::get_see_cost(), global_omt_location(), line(), line_to(), coords::omt, overmap_buffer, coords::coord_point< Point, Origin, Scale >::raw(), overmapbuffer::ter(), coords::coord_point< Point, Origin, Scale >::x(), coords::coord_point< Point, Origin, Scale >::xy(), and coords::coord_point< Point, Origin, Scale >::y().

Referenced by overmap_ui::draw_ascii(), overmap_ui::draw_om_sidebar(), and overmap_ui::draw_overmap_chunk().

◆ overmap_sight_range()

int Character::overmap_sight_range ( int  light_level) const

Returns the distance the player can see on the overmap.

Definition at line 766 of file character.cpp.

767{
768 int sight = sight_range( light_level );
769 if( sight < SEEX ) {
770 return 0;
771 }
772 if( sight <= SEEX * 4 ) {
773 return ( sight / ( SEEX / 2 ) );
774 }
775
776 sight = 6;
777 // The higher your perception, the farther you can see.
778 sight += static_cast<int>( get_per() / 2 );
779 // The higher up you are, the farther you can see.
780 sight += std::max( 0, posz() ) * 2;
781 // Mutations like Scout and Topographagnosia affect how far you can see.
782 sight += mutation_value( "overmap_sight" );
783
784 float multiplier = mutation_value( "overmap_multiplier" );
785 // Binoculars double your sight range.
786 const bool has_optic = ( has_item_with_flag( "ZOOM" ) || has_bionic( bio_eye_optic ) ||
787 ( is_mounted() &&
788 mounted_creature->has_flag( MF_MECH_RECON_VISION ) ) );
789 if( has_optic ) {
790 multiplier += 1;
791 }
792
793 sight = std::round( sight * multiplier );
794 return std::max( sight, 3 );
795}
static const bionic_id bio_eye_optic("bio_eye_optic")
int posz() const override
Definition: character.h:844
int sight_range(int light_level) const override
Returns the player's sight range.
Definition: character.cpp:714
static constexpr int SEEX
@ MF_MECH_RECON_VISION
Definition: mtype.h:117

References bio_eye_optic, get_per(), has_bionic(), has_item_with_flag(), is_mounted(), MF_MECH_RECON_VISION, mounted_creature, mutation_value(), posz(), SEEX, and sight_range().

Referenced by overmap_ui::draw_ascii(), overmap_ui::draw_om_sidebar(), overmap_ui::draw_overmap_chunk(), and game::update_overmap_seen().

◆ passive_absorb_hit()

void Character::passive_absorb_hit ( const bodypart_id bp,
damage_unit du 
) const

Check for relevant passive, non-clothing that can absorb damage, and reduce by specified damage unit.

Only flat bonuses are checked here. Multiplicative ones are checked in player::absorb_hit. The damage amount will never be reduced to less than 0. This is called from player::absorb_hit

Definition at line 8037 of file character.cpp.

8038{
8039 // >0 check because some mutations provide negative armor
8040 // Thin skin check goes before subdermal armor plates because SUBdermal
8041 if( du.amount > 0.0f ) {
8042 // HACK: Get rid of this as soon as CUT and STAB are split
8043 if( du.type == DT_STAB ) {
8044 damage_unit du_copy = du;
8045 du_copy.type = DT_CUT;
8046 du.amount -= mutation_armor( bp, du_copy );
8047 } else {
8048 du.amount -= mutation_armor( bp, du );
8049 }
8050 }
8051 du.amount -= bionic_armor_bonus( bp, du.type ); //Check for passive armor bionics
8052 du.amount -= mabuff_armor_bonus( du.type );
8053 du.amount = std::max( 0.0f, du.amount );
8054}
int mabuff_armor_bonus(damage_type type) const
Returns the armor bonus against given type from martial arts buffs.
float bionic_armor_bonus(const bodypart_id &bp, damage_type dt) const
Check for passive bionics that provide armor, and returns the armor bonus This is called from player:...
Definition: character.cpp:8350

References damage_unit::amount, bionic_armor_bonus(), DT_CUT, DT_STAB, mabuff_armor_bonus(), mutation_armor(), and damage_unit::type.

Referenced by absorb_hit(), and player::immune_to().

◆ passive_power_gen()

void Character::passive_power_gen ( int  b)

Passively produce power from PERPETUAL fuel.

Definition at line 1312 of file bionics.cpp.

1313{
1314 const bionic &bio = ( *my_bionics )[b];
1315 const float passive_fuel_efficiency = bio.info().passive_fuel_efficiency;
1316 if( bio.info().fuel_opts.empty() || bio.is_this_fuel_powered( fuel_type_muscle ) ||
1317 passive_fuel_efficiency == 0.0 ) {
1318 return;
1319 }
1320 const float effective_passive_efficiency = get_effective_efficiency( b, passive_fuel_efficiency );
1321 const std::vector<itype_id> &fuel_available = get_fuel_available( bio.id );
1322 map &here = get_map();
1323
1324 for( const itype_id &fuel : fuel_available ) {
1325 const item &tmp_fuel = item( fuel );
1326 const int fuel_energy = tmp_fuel.fuel_energy();
1327 if( !tmp_fuel.has_flag( flag_PERPETUAL ) ) {
1328 continue;
1329 }
1330
1331 if( fuel == fuel_type_sun_light ) {
1332 const double modifier = g->natural_light_level( pos().z ) / default_daylight_level();
1333 mod_power_level( units::from_kilojoule( fuel_energy ) * modifier * effective_passive_efficiency );
1334 } else if( fuel == fuel_type_wind ) {
1335 int vehwindspeed = 0;
1336 const optional_vpart_position vp = here.veh_at( pos() );
1337 if( vp ) {
1338 // vehicle velocity in mph
1339 vehwindspeed = std::abs( vp->vehicle().velocity / 100 );
1340 }
1342 const double windpower = get_local_windpower( weather.windspeed + vehwindspeed,
1343 overmap_buffer.ter( global_omt_location() ), pos(), weather.winddirection,
1344 g->is_sheltered( pos() ) );
1345 mod_power_level( units::from_kilojoule( fuel_energy ) * windpower * effective_passive_efficiency );
1346 } else {
1347 mod_power_level( units::from_kilojoule( fuel_energy ) * effective_passive_efficiency );
1348 }
1349
1350 heat_emission( b, fuel_energy );
1351 if( bio.info().power_gen_emission ) {
1352 here.emit_field( pos(), bio.info().power_gen_emission );
1353 }
1354 }
1355}
float passive_fuel_efficiency
Fraction of fuel energy passively converted to bionic power.
Definition: bionics.h:69

References b, default_daylight_level(), map::emit_field(), flag_PERPETUAL(), units::from_kilojoule(), item::fuel_energy(), bionic_data::fuel_opts, fuel_type_muscle, fuel_type_sun_light, fuel_type_wind, g, get_effective_efficiency(), get_fuel_available(), get_local_windpower(), get_map(), get_weather(), global_omt_location(), item::has_flag(), heat_emission(), bionic::id, bionic::info(), bionic::is_this_fuel_powered(), mod_power_level(), overmap_buffer, bionic_data::passive_fuel_efficiency, pos(), bionic_data::power_gen_emission, overmapbuffer::ter(), and map::veh_at().

Referenced by process_bionic().

◆ perform_install()

void Character::perform_install ( bionic_id  bid,
bionic_id  upbid,
int  difficulty,
int  success,
int  pl_skill,
const std::string &  installer_name,
const std::vector< trait_id > &  trait_to_rem 
)

Success or failure of installation happens here.

Definition at line 2322 of file bionics.cpp.

2325{
2326
2327 g->events().send<event_type::installs_cbm>( getID(), bid );
2328 if( upbid != bionic_id( "" ) ) {
2329 remove_bionic( upbid );
2330 //~ %1$s - name of the bionic to be upgraded (inferior), %2$s - name of the upgraded bionic (superior).
2331 add_msg( m_good, _( "Upgraded %1$s to %2$s." ),
2332 upbid.obj().name, bid.obj().name );
2333 } else {
2334 //~ %s - name of the bionic.
2335 add_msg( m_good, _( "Installed %s." ), bid.obj().name );
2336 }
2337
2338 add_bionic( bid );
2339
2340 if( !trait_to_rem.empty() ) {
2341 for( const trait_id &tid : trait_to_rem ) {
2342 if( has_trait( tid ) ) {
2343 remove_mutation( tid );
2344 }
2345 }
2346 }
2347 if( success <= 0 ) {
2348 g->events().send<event_type::fails_to_install_cbm>( getID(), bid );
2349
2350 // for chance_of_success calculation, shift skill down to a float between ~0.4 - 30
2351 float adjusted_skill = static_cast<float>( pl_skill ) - std::min( static_cast<float>( 40 ),
2352 static_cast<float>( pl_skill ) - static_cast<float>( pl_skill ) / static_cast<float>
2353 ( 10.0 ) );
2354 bionics_install_failure( installer_name, difficulty, success, adjusted_skill );
2355 }
2356 get_map().invalidate_map_cache( g->get_levz() );
2357}
void remove_bionic(const bionic_id &b)
Removes a bionic from my_bionics[].
Definition: bionics.cpp:2585
void bionics_install_failure(const std::string &installer, int difficulty, int success, float adjusted_skill)
Definition: bionics.cpp:2399
void invalidate_map_cache(const int zlev)
Definition: map.h:458
@ fails_to_install_cbm

References _, add_bionic(), add_msg(), bionic_id, bionics_install_failure(), fails_to_install_cbm, g, get_map(), getID(), has_trait(), installs_cbm, map::invalidate_map_cache(), m_good, bionic_data::name, string_id< T >::obj(), remove_bionic(), remove_mutation(), and behavior::success.

Referenced by install_bionics(), and activity_handlers::operation_do_turn().

◆ perform_special_attacks()

void Character::perform_special_attacks ( Creature t,
dealt_damage_instance dealt_dam 
)

Performs special attacks and their effects (poisonous, stinger, etc.)

Definition at line 1737 of file melee.cpp.

1738{
1739 std::vector<special_attack> special_attacks = mutation_attacks( t );
1740
1741 bool practiced = false;
1742 for( const auto &att : special_attacks ) {
1743 if( t.is_dead_state() ) {
1744 break;
1745 }
1746
1747 // TODO: Make this hit roll use unarmed skill, not weapon skill + weapon to_hit
1748 int hit_spread = t.deal_melee_attack( this, hit_roll() * 0.8 );
1749 if( hit_spread >= 0 ) {
1750 t.deal_melee_hit( this, hit_spread, false, att.damage, dealt_dam );
1751 if( !practiced ) {
1752 // Practice unarmed, at most once per combo
1753 practiced = true;
1754 as_player()->practice( skill_unarmed, rng( 0, 10 ) );
1755 }
1756 }
1757 int dam = dealt_dam.total_damage();
1758 if( dam > 0 ) {
1759 player_hit_message( this, att.text, t, dam );
1760 }
1761 }
1762}
std::vector< special_attack > mutation_attacks(Creature &t) const
Returns a vector of valid mutation attacks.
Definition: melee.cpp:1906

References Creature::as_player(), Creature::deal_melee_attack(), Creature::deal_melee_hit(), hit_roll(), Creature::is_dead_state(), mutation_attacks(), player_hit_message(), player::practice(), rng(), skill_unarmed, and dealt_damage_instance::total_damage().

Referenced by melee_attack().

◆ perform_technique()

void Character::perform_technique ( const ma_technique technique,
Creature t,
damage_instance di,
int &  move_cost 
)
Intelligence slightly increases chance to learn techniques when using CQB bionic

Definition at line 1337 of file melee.cpp.

1339{
1340 add_msg( m_debug, "dmg before tec:" );
1341 print_damage_info( di );
1342
1343 for( damage_unit &du : di.damage_units ) {
1344 // TODO: Allow techniques to add more damage types to attacks
1345 if( du.amount <= 0 ) {
1346 continue;
1347 }
1348
1349 du.amount += technique.damage_bonus( *this, du.type );
1350 du.damage_multiplier *= technique.damage_multiplier( *this, du.type );
1351 du.res_pen += technique.armor_penetration( *this, du.type );
1352 }
1353
1354 add_msg( m_debug, "dmg after tec:" );
1355 print_damage_info( di );
1356
1357 move_cost *= technique.move_cost_multiplier( *this );
1358 move_cost += technique.move_cost_penalty( *this );
1359
1360 if( technique.down_dur > 0 ) {
1361 t.add_effect( effect_downed, rng( 1_turns, time_duration::from_turns( technique.down_dur ) ) );
1363 if( bash.amount > 0 ) {
1364 bash.amount += 3;
1365 }
1366 }
1367
1368 if( technique.side_switch ) {
1369 const tripoint b = t.pos();
1370 int newx;
1371 int newy;
1372
1373 if( b.x > posx() ) {
1374 newx = posx() - 1;
1375 } else if( b.x < posx() ) {
1376 newx = posx() + 1;
1377 } else {
1378 newx = b.x;
1379 }
1380
1381 if( b.y > posy() ) {
1382 newy = posy() - 1;
1383 } else if( b.y < posy() ) {
1384 newy = posy() + 1;
1385 } else {
1386 newy = b.y;
1387 }
1388
1389 const tripoint &dest = tripoint( newx, newy, b.z );
1390 if( g->is_empty( dest ) ) {
1391 t.setpos( dest );
1392 }
1393 }
1394
1395 if( technique.stun_dur > 0 && !technique.powerful_knockback ) {
1396 t.add_effect( effect_stunned, rng( 1_turns, time_duration::from_turns( technique.stun_dur ) ) );
1397 }
1398
1399 if( technique.knockback_dist ) {
1400 const tripoint prev_pos = t.pos(); // track target startpoint for knockback_follow
1401 const int kb_offset_x = rng( -technique.knockback_spread, technique.knockback_spread );
1402 const int kb_offset_y = rng( -technique.knockback_spread, technique.knockback_spread );
1403 tripoint kb_point( posx() + kb_offset_x, posy() + kb_offset_y, posz() );
1404 for( int dist = rng( 1, technique.knockback_dist ); dist > 0; dist-- ) {
1405 t.knock_back_from( kb_point );
1406 }
1407 // This technique makes the player follow into the tile the target was knocked from
1408 if( technique.knockback_follow ) {
1409 const optional_vpart_position vp0 = g->m.veh_at( pos() );
1410 vehicle *const veh0 = veh_pointer_or_null( vp0 );
1411 bool to_swimmable = g->m.has_flag( "SWIMMABLE", prev_pos );
1412 bool to_deepwater = g->m.has_flag( TFLAG_DEEP_WATER, prev_pos );
1413
1414 // Check if it's possible to move to the new tile
1415 bool move_issue =
1416 g->is_dangerous_tile( prev_pos ) || // Tile contains fire, etc
1417 ( to_swimmable && to_deepwater ) || // Dive into deep water
1418 is_mounted() ||
1419 ( veh0 != nullptr && std::abs( veh0->velocity ) > 100 ) || // Diving from moving vehicle
1420 ( veh0 != nullptr && veh0->player_in_control( g->u ) ) || // Player is driving
1422
1423 if( !move_issue ) {
1424 if( t.pos() != prev_pos ) {
1425 g->place_player( prev_pos );
1426 g->on_move_effects();
1427 }
1428 }
1429 }
1430 }
1431
1432 player *p = dynamic_cast<player *>( &t );
1433
1434 if( technique.take_weapon && !has_weapon() && p != nullptr && p->is_armed() ) {
1435 if( p->is_player() ) {
1436 add_msg_if_npc( _( "<npcname> disarms you and takes your weapon!" ) );
1437 } else {
1438 add_msg_player_or_npc( _( "You disarm %s and take their weapon!" ),
1439 _( "<npcname> disarms %s and takes their weapon!" ),
1440 p->name );
1441 }
1442 item it = p->remove_weapon();
1443 wield( it );
1444 }
1445
1446 if( technique.disarms && p != nullptr && p->is_armed() ) {
1447 g->m.add_item_or_charges( p->pos(), p->remove_weapon() );
1448 if( p->is_player() ) {
1449 add_msg_if_npc( _( "<npcname> disarms you!" ) );
1450 } else {
1451 add_msg_player_or_npc( _( "You disarm %s!" ),
1452 _( "<npcname> disarms %s!" ),
1453 p->name );
1454 }
1455 }
1456
1457 //AOE attacks, feel free to skip over this lump
1458 if( !technique.aoe.empty() ) {
1459 // Remember out moves and stamina
1460 // We don't want to consume them for every attack!
1461 const int temp_moves = moves;
1462 const int temp_stamina = get_stamina();
1463
1464 std::vector<Creature *> targets;
1465
1466 valid_aoe_technique( t, technique, targets );
1467
1468 //hit only one valid target (pierce through doesn't spread out)
1469 if( technique.aoe == "impale" ) {
1470 // TODO: what if targets is empty
1471 Creature *const v = random_entry( targets );
1472 targets.clear();
1473 targets.push_back( v );
1474 }
1475
1476 //hit the targets in the lists (all candidates if wide or burst, or just the unlucky sod if deep)
1477 int count_hit = 0;
1478 for( Creature *const c : targets ) {
1479 melee_attack( *c, false );
1480 }
1481
1482 t.add_msg_if_player( m_good, vgettext( "%d enemy hit!", "%d enemies hit!", count_hit ), count_hit );
1483 // Extra attacks are free of charge (otherwise AoE attacks would SUCK)
1484 moves = temp_moves;
1485 set_stamina( temp_stamina );
1486 }
1487
1488 //player has a very small chance, based on their intelligence, to learn a style whilst using the CQB bionic
1489 if( has_active_bionic( bio_cqb ) && !martial_arts_data->knows_selected_style() ) {
1490 /** @EFFECT_INT slightly increases chance to learn techniques when using CQB bionic */
1491 // Enhanced Memory Banks bionic doubles chance to learn martial art
1492 const int bionic_boost = has_active_bionic( bionic_id( bio_memory ) ) ? 2 : 1;
1493 if( one_in( ( 1400 - ( get_int() * 50 ) ) / bionic_boost ) ) {
1494 martial_arts_data->learn_current_style_CQB( is_player() );
1495 }
1496 }
1497}
bool valid_aoe_technique(Creature &t, const ma_technique &technique)
Check if an area-of-effect technique has valid targets.
Definition: melee.cpp:1188
bool has_weapon() const override
virtual void setpos(const tripoint &pos)=0
void knock_back_from(const tripoint &p)
Definition: creature.cpp:1882
int knockback_dist
Definition: martialarts.h:98
std::string aoe
Definition: martialarts.h:101
float armor_penetration(const Character &u, damage_type type) const
float damage_multiplier(const Character &u, damage_type type) const
bool side_switch
Definition: martialarts.h:89
float damage_bonus(const Character &u, damage_type type) const
float move_cost_multiplier(const Character &u) const
float move_cost_penalty(const Character &u) const
bool take_weapon
Definition: martialarts.h:106
bool knockback_follow
Definition: martialarts.h:102
bool powerful_knockback
Definition: martialarts.h:100
float knockback_spread
Definition: martialarts.h:99
Definition: player.h:99
bool player_in_control(const Character &p) const
Definition: vehicle.cpp:277
int velocity
Definition: vehicle.h:1898
@ TFLAG_DEEP_WATER
Definition: mapdata.h:301
static const efftype_id effect_downed("downed")
static const bionic_id bio_memory("bio_memory")
static void print_damage_info(const damage_instance &di)
Definition: melee.cpp:1320
static damage_unit & get_damage_unit(std::vector< damage_unit > &di, const damage_type dt)
Definition: melee.cpp:1308
static const efftype_id effect_stunned("stunned")
static const efftype_id effect_amigara("amigara")
void bash(const spell &sp, Creature &caster, const tripoint &target)
float damage_multiplier
Definition: damage.h:40
float res_pen
Definition: damage.h:38
vehicle * veh_pointer_or_null(const optional_vpart_position &p)

References _, Creature::add_effect(), add_msg(), Creature::add_msg_if_npc(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), damage_unit::amount, ma_technique::aoe, ma_technique::armor_penetration(), b, spell_effect::bash(), bio_cqb, bio_memory, bionic_id, c, ma_technique::damage_bonus(), damage_unit::damage_multiplier, ma_technique::damage_multiplier(), damage_instance::damage_units, ma_technique::disarms, ma_technique::down_dur, DT_BASH, effect_amigara, effect_downed, effect_stunned, time_duration::from_turns(), g, get_damage_unit(), get_int(), get_stamina(), has_active_bionic(), Creature::has_effect(), has_weapon(), is_armed(), is_mounted(), Creature::is_player(), player::is_player(), Creature::knock_back_from(), ma_technique::knockback_dist, ma_technique::knockback_follow, ma_technique::knockback_spread, m_debug, m_good, martial_arts_data, melee_attack(), move_cost(), ma_technique::move_cost_multiplier(), ma_technique::move_cost_penalty(), Creature::moves, name, one_in(), vehicle::player_in_control(), Creature::pos(), pos(), posx(), posy(), posz(), ma_technique::powerful_knockback, print_damage_info(), random_entry(), remove_weapon(), damage_unit::res_pen, rng(), set_stamina(), Creature::setpos(), ma_technique::side_switch, ma_technique::stun_dur, ma_technique::take_weapon, TFLAG_DEEP_WATER, damage_unit::type, valid_aoe_technique(), veh_pointer_or_null(), vehicle::velocity, vgettext(), and wield().

Referenced by melee_attack().

◆ perform_uninstall()

void Character::perform_uninstall ( bionic_id  bid,
int  difficulty,
int  success,
const units::energy power_lvl,
int  pl_skill 
)

Succes or failure of removal happens here.

Definition at line 2056 of file bionics.cpp.

2058{
2059 map &here = get_map();
2060 if( success > 0 ) {
2061 g->events().send<event_type::removes_cbm>( getID(), bid );
2062
2063 // until bionics can be flagged as non-removable
2064 add_msg_player_or_npc( m_neutral, _( "Your parts are jiggled back into their familiar places." ),
2065 _( "<npcname>'s parts are jiggled back into their familiar places." ) );
2066 add_msg( m_good, _( "Successfully removed %s." ), bid.obj().name );
2067 remove_bionic( bid );
2068
2069 // remove power bank provided by bionic
2070 mod_max_power_level( -power_lvl );
2071
2073 if( bid->itype().is_valid() ) {
2074 cbm = item( bid.c_str() );
2075 }
2076 cbm.faults.emplace( fault_bionic_nonsterile );
2077 here.add_item( pos(), cbm );
2078 } else {
2079 g->events().send<event_type::fails_to_remove_cbm>( getID(), bid );
2080 // for chance_of_success calculation, shift skill down to a float between ~0.4 - 30
2081 float adjusted_skill = static_cast<float>( pl_skill ) - std::min( static_cast<float>( 40 ),
2082 static_cast<float>( pl_skill ) - static_cast<float>( pl_skill ) / static_cast<float>
2083 ( 10.0 ) );
2084 bionics_uninstall_failure( difficulty, success, adjusted_skill );
2085
2086 }
2087 here.invalidate_map_cache( g->get_levz() );
2088}
static const fault_id fault_bionic_nonsterile("fault_bionic_nonsterile")
static const itype_id itype_burnt_out_bionic("burnt_out_bionic")
void bionics_uninstall_failure(int difficulty, int success, float adjusted_skill)
When a player fails the surgery.
Definition: bionics.cpp:1736
item & add_item(const tripoint &p, item new_item)
Place an item on the map, despite the parameter name, this is not necessarily a new item.
Definition: map.cpp:4314
@ fails_to_remove_cbm

References _, map::add_item(), add_msg(), Creature::add_msg_player_or_npc(), bionics_uninstall_failure(), string_id< T >::c_str(), fails_to_remove_cbm, fault_bionic_nonsterile, item::faults, g, get_map(), getID(), map::invalidate_map_cache(), string_id< T >::is_valid(), bionic_data::itype(), itype_burnt_out_bionic, m_good, m_neutral, mod_max_power_level(), bionic_data::name, string_id< T >::obj(), pos(), remove_bionic(), removes_cbm, and behavior::success.

Referenced by activity_handlers::operation_do_turn(), and uninstall_bionic().

◆ pick_name()

void Character::pick_name ( bool  bUseDefault = false)

Returns a random name from NAMES_*.

Definition at line 128 of file newcharacter.cpp.

129{
130 if( bUseDefault && !get_option<std::string>( "DEF_CHAR_NAME" ).empty() ) {
131 name = get_option<std::string>( "DEF_CHAR_NAME" );
132 } else {
134 }
135}
std::string generate(bool is_male)
Return a random full name given gender.
Definition: name.cpp:128

References Name::generate(), male, and name.

Referenced by avatar::randomize(), npc::randomize(), and set_description().

◆ pick_technique()

matec_id Character::pick_technique ( Creature t,
const item weap,
bool  crit,
bool  dodge_counter,
bool  block_counter 
)

Returns a random valid technique.

Definition at line 1085 of file melee.cpp.

1087{
1088
1089 const std::vector<matec_id> all = martial_arts_data->get_all_techniques( weap );
1090
1091 std::vector<matec_id> possible;
1092
1093 bool downed = t.has_effect( effect_downed );
1094 bool stunned = t.has_effect( effect_stunned );
1095 bool wall_adjacent = g->m.is_wall_adjacent( pos() );
1096
1097 // first add non-aoe tecs
1098 for( const matec_id &tec_id : all ) {
1099 const ma_technique &tec = tec_id.obj();
1100
1101 // ignore "dummy" techniques like WBLOCK_1
1102 if( tec.dummy ) {
1103 continue;
1104 }
1105
1106 // skip defensive techniques
1107 if( tec.defensive ) {
1108 continue;
1109 }
1110
1111 // skip wall adjacent techniques if not next to a wall
1112 if( tec.wall_adjacent && !wall_adjacent ) {
1113 continue;
1114 }
1115
1116 // skip dodge counter techniques
1117 if( dodge_counter != tec.dodge_counter ) {
1118 continue;
1119 }
1120
1121 // skip block counter techniques
1122 if( block_counter != tec.block_counter ) {
1123 continue;
1124 }
1125
1126 // if critical then select only from critical tecs
1127 // but allow the technique if its crit ok
1128 if( !tec.crit_ok && ( crit != tec.crit_tec ) ) {
1129 continue;
1130 }
1131
1132 // don't apply downing techniques to someone who's already downed
1133 if( downed && tec.down_dur > 0 ) {
1134 continue;
1135 }
1136
1137 // don't apply "downed only" techniques to someone who's not downed
1138 if( !downed && tec.downed_target ) {
1139 continue;
1140 }
1141
1142 // don't apply "stunned only" techniques to someone who's not stunned
1143 if( !stunned && tec.stunned_target ) {
1144 continue;
1145 }
1146
1147 // don't apply disarming techniques to someone without a weapon
1148 // TODO: these are the stat requirements for tec_disarm
1149 // dice( dex_cur + get_skill_level("unarmed"), 8) >
1150 // dice(p->dex_cur + p->get_skill_level("melee"), 10))
1151 if( tec.disarms && !t.has_weapon() ) {
1152 continue;
1153 }
1154
1155 if( ( tec.take_weapon && ( has_weapon() || !t.has_weapon() ) ) ) {
1156 continue;
1157 }
1158
1159 // Don't apply humanoid-only techniques to non-humanoids
1160 if( tec.human_target && !t.in_species( HUMAN ) ) {
1161 continue;
1162 }
1163 // if aoe, check if there are valid targets
1164 if( !tec.aoe.empty() && !valid_aoe_technique( t, tec ) ) {
1165 continue;
1166 }
1167
1168 // If we have negative weighting then roll to see if it's valid this time
1169 if( tec.weighting < 0 && !one_in( std::abs( tec.weighting ) ) ) {
1170 continue;
1171 }
1172
1173 if( tec.is_valid_character( *this ) ) {
1174 possible.push_back( tec.id );
1175
1176 //add weighted options into the list extra times, to increase their chance of being selected
1177 if( tec.weighting > 1 ) {
1178 for( int i = 1; i < tec.weighting; i++ ) {
1179 possible.push_back( tec.id );
1180 }
1181 }
1182 }
1183 }
1184
1185 return random_entry( possible, tec_none );
1186}
virtual bool in_species(const species_id &) const
Definition: creature.cpp:962
virtual bool has_weapon() const =0
bool stunned_target
Definition: martialarts.h:117
bool defensive
Definition: martialarts.h:88
bool human_target
Definition: martialarts.h:119
bool block_counter
Definition: martialarts.h:108
bool wall_adjacent
Definition: martialarts.h:118
bool dodge_counter
Definition: martialarts.h:107
bool downed_target
Definition: martialarts.h:116
static const species_id HUMAN("HUMAN")
const std::array< type, 4 > all
For the purposes of iteration.
Definition: om_direction.h:26

References om_direction::all, ma_technique::aoe, ma_technique::block_counter, ma_technique::crit_ok, ma_technique::crit_tec, ma_technique::defensive, ma_technique::disarms, ma_technique::dodge_counter, ma_technique::down_dur, ma_technique::downed_target, ma_technique::dummy, effect_downed, effect_stunned, g, Creature::has_effect(), Creature::has_weapon(), has_weapon(), HUMAN, ma_technique::human_target, ma_technique::id, Creature::in_species(), ma_technique::is_valid_character(), martial_arts_data, one_in(), pos(), random_entry(), ma_technique::stunned_target, ma_technique::take_weapon, tec_none, valid_aoe_technique(), ma_technique::wall_adjacent, and ma_technique::weighting.

Referenced by block_hit(), melee_attack(), and player::on_dodge().

◆ place_corpse() [1/2]

void Character::place_corpse ( )

Definition at line 10115 of file character.cpp.

10116{
10117 //If the character/NPC is on a distant mission, don't drop their their gear when they die since they still have a local pos
10118 if( !death_drops ) {
10119 return;
10120 }
10121 std::vector<item *> tmp = inv_dump();
10123 map &here = get_map();
10124 for( auto itm : tmp ) {
10125 here.add_item_or_charges( pos(), *itm );
10126 }
10127 for( const bionic &bio : *my_bionics ) {
10128 if( bio.info().itype().is_valid() ) {
10129 item cbm( bio.id.str(), calendar::turn );
10130 cbm.faults.emplace( fault_bionic_nonsterile );
10131 body.components.push_back( cbm );
10132 }
10133 }
10134
10135 // Restore amount of installed pseudo-modules of Power Storage Units
10136 std::pair<int, int> storage_modules = amount_of_storage_bionics();
10137 for( int i = 0; i < storage_modules.first; ++i ) {
10139 cbm.faults.emplace( fault_bionic_nonsterile );
10140 body.components.push_back( cbm );
10141 }
10142 for( int i = 0; i < storage_modules.second; ++i ) {
10144 cbm.faults.emplace( fault_bionic_nonsterile );
10145 body.components.push_back( cbm );
10146 }
10147 here.add_item_or_charges( pos(), body );
10148}
static const itype_id itype_power_storage("bio_power_storage")
static const fault_id fault_bionic_nonsterile("fault_bionic_nonsterile")
static const itype_id itype_power_storage_mkII("bio_power_storage_mkII")
bool death_drops
Definition: character.h:283
std::pair< int, int > amount_of_storage_bionics() const
Returns amount of Storage CBMs in the corpse.
Definition: bionics.cpp:2627
std::map< bodypart_str_id, bodypart > body
this is the actual body of the creature
Definition: creature.h:493
static item make_corpse(const mtype_id &mt=string_id< mtype >::NULL_ID(), time_point turn=calendar::turn, const std::string &name="", int upgrade_time=-1)
Make a corpse of the given monster type.
Definition: item.cpp:503

References map::add_item_or_charges(), amount_of_storage_bionics(), Creature::body, death_drops, fault_bionic_nonsterile, item::faults, get_map(), inv_dump(), itype_power_storage, itype_power_storage_mkII, item::make_corpse(), my_bionics, name, string_id< mtype >::NULL_ID(), pos(), and calendar::turn.

Referenced by npc::die(), game::handle_action(), and game::is_game_over().

◆ place_corpse() [2/2]

void Character::place_corpse ( const tripoint_abs_omt om_target)

Definition at line 10150 of file character.cpp.

10151{
10152 tinymap bay;
10153 bay.load( project_to<coords::sm>( om_target ), false );
10154 point fin{ rng( 1, SEEX * 2 - 2 ), rng( 1, SEEX * 2 - 2 ) };
10155 // This makes no sense at all. It may find a random tile without furniture, but
10156 // if the first try to find one fails, it will go through all tiles of the map
10157 // and essentially select the last one that has no furniture.
10158 // Q: Why check for furniture? (Check for passable or can-place-items seems more useful.)
10159 // Q: Why not grep a random point out of all the possible points (e.g. via random_entry)?
10160 // Q: Why use furn_str_id instead of f_null?
10161 // TODO: fix it, see above.
10162 if( bay.furn( fin ) != furn_str_id( "f_null" ) ) {
10163 for( const tripoint &p : bay.points_on_zlevel() ) {
10164 if( bay.furn( p ) == furn_str_id( "f_null" ) ) {
10165 fin.x = p.x;
10166 fin.y = p.y;
10167 }
10168 }
10169 }
10170
10171 std::vector<item *> tmp = inv_dump();
10173 for( auto itm : tmp ) {
10174 bay.add_item_or_charges( fin, *itm );
10175 }
10176 for( const bionic &bio : *my_bionics ) {
10177 if( bio.info().itype().is_valid() ) {
10178 body.put_in( item( bio.info().itype(), calendar::turn ) );
10179 }
10180 }
10181
10182 // Restore amount of installed pseudo-modules of Power Storage Units
10183 std::pair<int, int> storage_modules = amount_of_storage_bionics();
10184 for( int i = 0; i < storage_modules.first; ++i ) {
10185 body.put_in( item( "bio_power_storage" ) );
10186 }
10187 for( int i = 0; i < storage_modules.second; ++i ) {
10188 body.put_in( item( "bio_power_storage_mkII" ) );
10189 }
10190 bay.add_item_or_charges( fin, body );
10191}
tripoint_range< tripoint > points_on_zlevel() const
Yields a range of all points that are contained in the map and have the z-level of this map (abs_sub)...
Definition: map.cpp:8443
void load(const tripoint &w, bool update_vehicles)
Load submaps into grid.
Definition: map.cpp:6494
Definition: map.h:2065

References map::add_item_or_charges(), amount_of_storage_bionics(), Creature::body, map::furn(), inv_dump(), map::load(), item::make_corpse(), my_bionics, name, string_id< mtype >::NULL_ID(), map::points_on_zlevel(), rng(), SEEX, and calendar::turn.

◆ pos()

const tripoint & Character::pos ( ) const
overridevirtual

Implements Creature.

Definition at line 709 of file character.cpp.

710{
711 return position;
712}

References position.

Referenced by absorb_hit(), iuse::acidbomb_act(), activate_bionic(), npc::activate_item(), activate_mutation(), enchantment::activate_passive(), activity_on_turn_move_loot(), map::add_field(), add_known_trap(), inventory_selector::add_nearby_items(), npc::address_player(), adjacent_tile(), npc::alt_attack(), map::apply_character_light(), apply_persistent_morale(), iuse::artifact(), npc::assess_danger(), assign_activity(), activity_handlers::atm_do_turn(), Creature::auto_find_hostile_target(), game::autopilot_vehicles(), npc::avoid_friendly_fire(), player::avoid_trap(), base_comfort_value(), iuse::bell(), best_nearby_lifting_assist(), mattack::bio_op_disarm(), blossoms(), iuse::boltcutters(), burn_fuel(), iuse::burrow(), game::butcher(), activity_handlers::butcher_finish(), butchery_drops_harvest(), butchery_quarter(), set_transformed_iuse::bypass(), iuse::cable_attach(), calc_needs_rates(), calculate_aim_cap(), calculate_dispersion(), iuse::call_of_tindalos(), iuse::camera(), player::can_continue_craft(), can_examine_at(), can_hear(), can_mount(), npc::can_move_to(), player::can_sleep(), iuse_transform::can_use(), firestarter_actor::can_use(), iuse::capture_monster_act(), iexamine::cardreader_foodplace(), enchantment::cast_enchantment_spell(), iexamine::chainfence(), debug_menu::character_edit_menu(), game::chat(), check_art_charge_req(), player::check_eligible_containers_for_crafting(), check_mount_is_spooked(), check_mount_will_move(), npc::check_or_use_weapon_cbm(), check_outbounds_activity(), iuse::chop_tree(), avatar::clear_memorized_tile(), doors::close_door(), game_menus::inv::compare(), complete_construction(), veh_interact::complete_vehicle(), consider_butchery(), consume_charges(), consume_effects(), player::consume_items(), player::consume_med(), consume_remote_fuel(), player::consume_tools(), game::control_vehicle(), cough(), npc::could_move_onto(), player::craft_consume_tools(), crafting_inventory(), craft_command::create_in_progress_craft(), game::create_starting_npcs(), map::creature_in_field(), game::critter_at(), iuse::crowbar(), iexamine::curtains(), iuse::cut_log_into_planks(), salvage_actor::cut_up(), deactivate_bionic(), deal_damage(), debug_menu::debug(), defer_move(), item_location::impl::item_on_map::describe(), item_location::impl::item_on_vehicle::describe(), vehicle::deserialize(), trap::detect_trap(), npc::die(), iuse::dig(), iuse::dig_channel(), iuse::directional_antenna(), player::disarm(), player::disassemble_all(), player::disp_info(), game::disp_NPCs(), game::display_scent(), npc::dispose_item(), npc::do_npc_read(), npc::do_pulp(), avatar::do_read(), npc::do_reload(), game::do_turn(), drop_activity_actor::do_turn(), stash_activity_actor::do_turn(), move_items_activity_actor::do_turn(), pickup_activity_actor::do_turn(), iexamine::door_peephole(), game::draw(), draw_bionics_titlebar(), draw_cone_aoe_curses(), draw_env_compact(), draw_health_classic(), anonymous_namespace{animation.cpp}::draw_hit_player_curses(), game::draw_look_around_cursor(), draw_speed_tab(), game::draw_ter(), target_ui::draw_terrain_overlay(), draw_throw_aim(), draw_time_classic(), game::draw_trail_to_square(), draw_veh_compact(), draw_veh_padding(), game::drop(), drop(), drop_invalid_inventory(), npc::drop_items(), talk_function::drop_weapon(), player::eat(), avatar_action::eat_here(), eff_fun_fungus(), eff_fun_hallu(), iuse::einktabletpc(), iexamine::elevator(), emit_radio_signal(), explosion_handler::emp_blast(), npc::enough_time_to_reload(), env_surgery_bonus(), game::examine(), craft_command::execute(), npc::execute_action(), extract_or_wreck_cbms(), npc::faction_display(), iuse::fill_pit(), find_ammo(), find_auto_consume(), find_best_bench(), npc::find_corpse_to_pulp(), npc::find_dangerous_explosives(), npc::find_item(), activity_handlers::find_mount_do_turn(), game::find_nearby_items(), game::find_or_make_stairs(), find_remote_fuel(), player::fine_detail_vision_mod(), hacking_activity_actor::finish(), npc::finish_read(), fire(), player::fire_gun(), iuse::fishing_rod(), game::fling_creature(), floor_bedding_warmth(), floor_item_warmth(), floor_warmth(), iexamine::flower_marloss(), iexamine::flower_poppy(), activity_handlers::forage_finish(), fungal_effects::fungalize(), iuse::fungicide(), mattack::fungus_sprout(), iexamine::fvat_full(), activity_handlers::game_do_turn(), iuse::gasmask(), iexamine::gaspump(), iuse::geiger(), generic_multi_activity_check_requirement(), generic_multi_activity_handler(), generic_multi_activity_locations(), avatar::get_book_reader(), player::get_crafting_helpers(), game::get_dangerous_tile(), activatable_inventory_preset::get_denial(), get_dodge(), player::get_eligible_containers_for_crafting(), get_heat_radiation(), get_hostile_creatures(), get_item_location(), avatar::get_memorized_tile(), get_next_auto_move_direction(), overmap_ui::get_overmap_path_to(), npc::get_path_avoid(), get_patient(), get_temp(), game::get_veh_dir_indicator_location(), get_visible_creatures(), player::get_weapon_dispersion(), talk_function::give_all_aid(), npc::go_to_omt_destination(), npc::good_escape_direction(), grab(), mattack::grab_drag(), game::grabbed_furn_move(), game::grabbed_veh_move(), npc::guard_current_pos(), iuse::gun_repair(), ranged::gunmode_checks_common(), ranged::gunmode_checks_weapon(), iuse::hacksaw(), activity_handlers::hacksaw_finish(), iuse::hammer(), handbrake(), game::handle_action(), target_ui::handle_cursor_movement(), handle_harvest(), handle_melee_wear(), vehicle::handle_potential_theft(), npc::handle_sound(), vehicle::handle_trap(), player::hardcoded_effects(), has_alarm_clock(), has_fire(), has_neighbor(), has_watch(), haul(), npc::heal_player(), npc::heal_self(), heat_emission(), iuse::honeycomb(), i_add_or_drop(), i_rem(), i_rem_keep_contents(), player::impact(), in_climate_control(), npc_trading::init_buying(), iexamine::intercom(), game::inventory_item_menu(), invoke_item(), npc::is_active(), enchantment::is_active(), place_trap_actor::is_allowed(), is_deaf(), is_driving(), monster::is_fleeing(), game::is_game_over(), game::is_in_viewport(), is_snuggling(), is_solid_neighbor(), ma_requirements::is_valid_character(), is_visible_in_range(), iuse::jackhammer(), player::knock_back_to(), game::knockback(), knows_trap(), firestarter_actor::light_mod(), game::list_items(), game::list_monsters(), monster::load(), vehicle_prototype::load(), game::load(), avatar::load_map_memory(), aim_activity_actor::load_RAS_weapon(), activity_handlers::lockpicking_finish(), activity_handlers::longsalvage_finish(), game::look_around(), npc::look_for_player(), loot(), iuse::lumber(), make_gun_sound_effect(), activity_handlers::make_zlave_finish(), iuse::makemound(), item_action_generator::map_actions_to_items(), marloss_common(), melee_attack(), melee_special_effects(), avatar::memorize_symbol(), avatar::memorize_tile(), npc::method_of_attack(), mill_activate(), target_handler::mode_turrets(), modify_morale(), game::mon_info_update(), game::monmove(), iuse::mop(), npc::move(), avatar_action::move(), npc::move_away_from(), npc::move_to(), npc::move_to_next(), firestarter_actor::moves_cost_by_fuel(), game::moving_vehicle_dismount(), npc::mug_player(), multicooker_hallu(), mutation_effect(), npc::mutiny(), iuse::mycus(), inventory_selector::naturalize_category(), nearby(), iuse::note_bionics(), npc::npc_dismount(), game::npc_menu(), mattack::nurse_assist(), mattack::nurse_check_up(), mattack::nurse_operate(), item_location::impl::item_on_map::obtain_cost(), item_location::impl::item_on_vehicle::obtain_cost(), player::on_dodge(), npc::on_load(), item::on_pickup(), item::on_takeoff(), item::on_wear(), open(), activity_handlers::operation_do_turn(), activity_handlers::operation_finish(), operator_present(), game::overmap_npc_move(), iuse::oxytorch(), activity_handlers::oxytorch_do_turn(), activity_handlers::oxytorch_finish(), passive_power_gen(), player::pause(), iexamine::pay_gas(), game::peek(), perform_technique(), perform_uninstall(), perform_zone_activity_turn(), game::phasing_move(), debug_menu::pick_character(), pick_plant(), pick_technique(), npc::pick_up_item(), iuse::pickaxe(), game::pickup_feet(), iexamine::pit_covered(), place_and_add_as_known(), place_corpse(), npc::place_on_map(), game::place_player(), start_location::place_player(), game::place_player_overmap(), iuse::play_music(), vehicle::player_in_control(), map::player_in_field(), player_on_couch(), pldrive(), avatar_action::plthrow(), item_location::impl::item_on_person::position(), firestarter_actor::prep_firestarter_use(), npc::pretend_fire(), print_aim(), npc::print_info(), print_items(), game::process_artifact(), process_bionic(), player::process_effects_internal(), player::process_items(), sounds::process_sound_markers(), player::process_turn(), activity_handlers::pry_nails_finish(), iexamine::quern_examine(), query_consume_ownership(), plot_options::query_seed(), avatar_action::ramp_move(), mattack::ranged_pull(), player::reach_attack(), npc::reach_omt_destination(), read(), player::recalc_speed_bonus(), recoil_vehicle(), activity_handlers::reload_finish(), vehicle::remote_controlled(), render_wind(), veh_utils::repair_part(), requirements_map(), firestarter_actor::resolve_firestarter_use(), iuse::robotcontrol(), iuse::robotcontrol_can_target(), rod_fish(), rooted(), rooted_message(), route_adjacent(), target_ui::run(), run_cost(), avatar::save_map_memory(), npc::say(), player::search_surroundings(), npc::see_item_say_smth(), sees(), sees_with_infrared(), vehicle::serialize(), conditional_t< T >::set_is_driving(), set_item_inventory(), avatar::set_movement_mode(), conditional_t< T >::set_npc_role_nearby(), talk_effect_fun_t::set_u_buy_monster(), monster::setpos(), npc::setpos(), activity_handlers::shear_finish(), npc::shift(), shout(), iexamine::shrub_marloss(), sight_range(), sinkhole_safety_roll(), player::sleep_spot(), smash(), smoker_activate(), iexamine::smoker_options(), player::sort_armor(), spawn_animal(), spawn_spores(), activity_handlers::spellcasting_finish(), spores(), standard_npc::standard_npc(), autodrive_activity_actor::start(), activity_handlers::start_fire_do_turn(), game::start_game(), monster::store(), npc::stow_item(), suffer_from_bad_bionics(), suffer_from_other_mutations(), suffer_from_radiation(), suffer_from_schizophrenia(), suffer_in_sunlight(), suffer_while_underwater(), game::swap_critters(), avatar_action::swim(), symbol_color(), player::takeoff(), iuse::talking_doll(), iuse::tazer(), player::throw_item(), toolweapon_off(), toolweapon_on(), iuse::tow_attach(), activity_handlers::travel_do_turn(), npc::travel_overmap(), iexamine::tree_hickory(), iexamine::tree_maple_tapped(), iexamine::tree_marloss(), explosion_iuse::trigger_explosion(), try_consume(), try_fuel_fire(), game::try_get_left_click_action(), game::try_get_right_click_action(), try_reject_mutagen(), salvage_actor::try_to_cut_up(), player::try_to_sleep(), iuse::unfold_generic(), uninstall_bionic(), player::unload(), update_bodytemp(), update_needs(), npc::update_path(), game::update_stair_monsters(), editmap::update_view_with_help(), iuse_transform::use(), countdown_actor::use(), explosion_iuse::use(), unfold_vehicle_iuse::use(), delayed_transform_iuse::use(), set_transform_iuse::use(), set_transformed_iuse::use(), place_monster_iuse::use(), place_npc_iuse::use(), pick_lock_actor::use(), deploy_furn_actor::use(), firestarter_actor::use(), fireweapon_off_actor::use(), fireweapon_on_actor::use(), manualnoise_actor::use(), musical_instrument_actor::use(), holster_actor::use(), heal_actor::use(), place_trap_actor::use(), emit_actor::use(), mutagen_iv_actor::use(), deploy_tent_actor::use(), unpack_actor::use(), use_charges(), use_fire(), valid_aoe_technique(), game::validate_camps(), game::vertical_move(), activity_handlers::vibe_do_turn(), vomit(), iuse::vortex(), wait(), game::walk_move(), npc::warn_about(), player::wear(), iuse::weather_tool(), npc::wield(), player::wield_contents(), npc::wont_hit_friend(), npc::worker_downtime(), and game::zones_manager().

◆ position_to_wear_new_item()

std::list< item >::iterator Character::position_to_wear_new_item ( const item new_item)
protected

Return the position in the worn list where new_item would be put by default.

Definition at line 3923 of file character.cpp.

3924{
3925 // By default we put this item on after the last item on the same or any
3926 // lower layer.
3927 return std::find_if(
3928 worn.rbegin(), worn.rend(),
3929 [&]( const item & w ) {
3930 return w.get_layer() <= new_item.get_layer();
3931 }
3932 ).base();
3933}

References worn.

Referenced by item_encumb(), and wear_item().

◆ posx()

◆ posy()

◆ posz()

◆ pour_into() [1/2]

bool Character::pour_into ( item container,
item liquid 
)

Try to pour the given liquid into the given container/vehicle.

The transferred charges are removed from the liquid item. Check the charges of afterwards to see if anything has been transferred at all. The functions do not consume any move points.

Returns
Whether anything has been moved at all. false indicates the transfer is not possible at all. true indicates at least some of the liquid has been moved.

Definition at line 6438 of file character.cpp.

6439{
6440 std::string err;
6441 const int amount = container.get_remaining_capacity_for_liquid( liquid, *this, &err );
6442
6443 if( !err.empty() ) {
6444 add_msg_if_player( m_bad, err );
6445 return false;
6446 }
6447
6448 add_msg_if_player( _( "You pour %1$s into the %2$s." ), liquid.tname(), container.tname() );
6449
6450 container.fill_with( liquid, amount );
6451 inv.unsort();
6452
6453 if( liquid.charges > 0 ) {
6454 add_msg_if_player( _( "There's some left over!" ) );
6455 }
6456
6457 return true;
6458}
void fill_with(item &liquid, int amount=INFINITE_CHARGES)
Fill item with liquid up to its capacity.
Definition: item.cpp:8395
int get_remaining_capacity_for_liquid(const item &liquid, bool allow_bucket=false, std::string *err=nullptr) const
How much more of this liquid (in charges) can be put in this container.
Definition: item.cpp:8257

References _, Creature::add_msg_if_player(), item::charges, item::fill_with(), item::get_remaining_capacity_for_liquid(), inv, m_bad, item::tname(), and inventory::unsort().

Referenced by activity_handlers::fill_liquid_do_turn().

◆ pour_into() [2/2]

bool Character::pour_into ( vehicle veh,
item liquid 
)

Definition at line 6460 of file character.cpp.

6461{
6462 auto sel = [&]( const vehicle_part & pt ) {
6463 return pt.is_tank() && pt.can_reload( liquid );
6464 };
6465
6466 auto stack = units::legacy_volume_factor / liquid.type->stack_size;
6467 auto title = string_format( _( "Select target tank for <color_%s>%.1fL %s</color>" ),
6468 get_all_colors().get_name( liquid.color() ),
6469 round_up( to_liter( liquid.charges * stack ), 1 ),
6470 liquid.tname() );
6471
6472 auto &tank = veh_interact::select_part( veh, sel, title );
6473 if( !tank ) {
6474 return false;
6475 }
6476
6477 tank.fill_with( liquid );
6478
6479 //~ $1 - vehicle name, $2 - part name, $3 - liquid type
6480 add_msg_if_player( _( "You refill the %1$s's %2$s with %3$s." ),
6481 veh.name, tank.name(), liquid.type_name() );
6482
6483 if( liquid.charges > 0 ) {
6484 add_msg_if_player( _( "There's some left over!" ) );
6485 }
6486 return true;
6487}
double round_up(double val, unsigned int dp)
Round a value up at a given decimal place.
std::string get_name() const override
Definition: character.cpp:6089
nc_color color() const
Returns the default color of the item (e.g.
Definition: item.cpp:4785
static vehicle_part & select_part(const vehicle &veh, const part_selector &sel, const std::string &title=std::string())
Prompt for a part matching the selector function.
std::string name
Definition: vehicle.h:1829
color_manager & get_all_colors()
Definition: color.cpp:45
std::string title(holiday current_holiday)
Definition: path_info.cpp:330
constexpr double to_liter(const volume &v)
Definition: units_volume.h:43
static constexpr volume legacy_volume_factor
Definition: units_volume.h:50
Structure, describing vehicle part (i.e., wheel, seat)
Definition: vehicle.h:185

References _, Creature::add_msg_if_player(), item::charges, item::color(), get_all_colors(), get_name(), units::legacy_volume_factor, vehicle::name, round_up(), veh_interact::select_part(), itype::stack_size, string_format(), PATH_INFO::title(), item::tname(), units::to_liter(), item::type, and item::type_name().

◆ power_rating()

float Character::power_rating ( ) const
overridevirtual

Returns an approximation of the creature's strength.

Implements Creature.

Definition at line 9958 of file character.cpp.

9959{
9960 int dmg = std::max( { weapon.damage_melee( DT_BASH ),
9963 } );
9964
9965 int ret = 2;
9966 // Small guns can be easily hidden from view
9967 if( weapon.volume() <= 250_ml ) {
9968 ret = 2;
9969 } else if( weapon.is_gun() ) {
9970 ret = 4;
9971 } else if( dmg > 12 ) {
9972 ret = 3; // Melee weapon or weapon-y tool
9973 }
9974 if( get_size() == MS_HUGE ) {
9975 ret += 1;
9976 }
9977 if( is_wearing_power_armor( nullptr ) ) {
9978 ret = 5; // No mercy!
9979 }
9980 return ret;
9981}

References item::damage_melee(), DT_BASH, DT_CUT, DT_STAB, get_size(), item::is_gun(), is_wearing_power_armor(), MS_HUGE, cata::hash64_detail::ret, item::volume(), and weapon.

◆ print_health()

void Character::print_health ( ) const

Definition at line 4190 of file character.cpp.

4191{
4192 if( !is_player() ) {
4193 return;
4194 }
4195 int current_health = get_healthy();
4196 if( has_trait( trait_SELFAWARE ) ) {
4197 add_msg_if_player( _( "Your current health value is %d." ), current_health );
4198 }
4199
4200 static const std::map<int, std::string> msg_categories = {
4201 { -100, "health_horrible" },
4202 { -50, "health_very_bad" },
4203 { -10, "health_bad" },
4204 { 10, "" },
4205 { 50, "health_good" },
4206 { 100, "health_very_good" },
4207 { INT_MAX, "health_great" }
4208 };
4209
4210 auto iter = msg_categories.lower_bound( current_health );
4211 if( iter != msg_categories.end() && !iter->second.empty() ) {
4212 const translation msg = SNIPPET.random_from_category( iter->second ).value_or( translation() );
4213 add_msg_if_player( current_health > 0 ? m_good : m_bad, "%s", msg );
4214 }
4215}

References _, Creature::add_msg_if_player(), get_healthy(), has_trait(), Creature::is_player(), m_bad, m_good, snippet_library::random_from_category(), SNIPPET, and trait_SELFAWARE.

Referenced by activate_mutation(), and avatar::wake_up().

◆ print_info()

int Character::print_info ( const catacurses::window w,
int  vStart,
int  vLines,
int  column 
) const
overridevirtual

Write information about this creature.

Parameters
wthe window to print the text into.
vStartvertical start to print, that means the first line to print.
vLinesnumber of lines to print at most (printing less is fine).
columnhorizontal start to print (column), horizontal end is one character before the right border of the window (to keep the border).
Returns
The line just behind the last printed line, that means multiple calls to this can be stacked, the return value is acceptable as vStart for the next call without creating empty lines or overwriting lines.

Implements Creature.

Reimplemented in npc.

Definition at line 10324 of file character.cpp.

10325{
10326 mvwprintw( w, point( column, vStart++ ), _( "You (%s)" ), name );
10327 return vStart;
10328}
void mvwprintw(const window &win, const point &p, const std::string &text)

References _, catacurses::mvwprintw(), and name.

◆ process_bionic()

void Character::process_bionic ( int  b)

Handles bionic effects over time of the entered bionic.

Definition at line 1527 of file bionics.cpp.

1528{
1529 bionic &bio = ( *my_bionics )[b];
1530 if( ( !bio.id->fuel_opts.empty() || bio.id->is_remote_fueled ) && bio.is_auto_start_on() ) {
1531 const float start_threshold = bio.get_auto_start_thresh();
1532 std::vector<itype_id> fuel_available = get_fuel_available( bio.id );
1533 if( bio.id->is_remote_fueled ) {
1534 const itype_id rem_fuel = find_remote_fuel();
1535 const std::string rem_amount = get_value( "rem_" + rem_fuel.str() );
1536 int rem_fuel_stock = 0;
1537 if( !rem_amount.empty() ) {
1538 rem_fuel_stock = std::stoi( rem_amount );
1539 }
1540 if( !rem_fuel.is_empty() && ( rem_fuel_stock > 0 ||
1541 item( rem_fuel ).has_flag( flag_PERPETUAL ) ) ) {
1542 fuel_available.emplace_back( rem_fuel );
1543 }
1544 }
1545 if( !fuel_available.empty() && get_power_level() <= start_threshold * get_max_power_level() ) {
1546 g->u.activate_bionic( b );
1547 } else if( get_power_level() <= start_threshold * get_max_power_level() &&
1548 calendar::once_every( 1_hours ) ) {
1549 add_msg_player_or_npc( m_bad, _( "Your %s does not have enough fuel to use Auto Start." ),
1550 _( "<npcname>'s %s does not have enough fuel to use Auto Start." ),
1551 bio.info().name );
1552 }
1553 }
1554
1555 // Only powered bionics should be processed
1556 if( !bio.powered ) {
1558 return;
1559 }
1560
1561 // These might be affected by environmental conditions, status effects, faulty bionics, etc.
1562 int discharge_factor = 1;
1563 int discharge_rate = 1;
1564
1565 if( bio.charge_timer > 0 ) {
1566 bio.charge_timer -= discharge_rate;
1567 } else {
1568 if( bio.info().charge_time > 0 ) {
1569 if( bio.info().has_flag( STATIC( flag_str_id( "BIONIC_POWER_SOURCE" ) ) ) ) {
1570 // Convert fuel to bionic power
1571 burn_fuel( b );
1572 // Reset timer
1573 bio.charge_timer = bio.info().charge_time;
1574 } else {
1575 // Try to recharge our bionic if it is made for it
1576 units::energy cost = 0_J;
1577 bool recharged = attempt_recharge( *this, bio, cost, discharge_factor, discharge_rate );
1578 if( !recharged ) {
1579 // No power to recharge, so deactivate
1580 bio.powered = false;
1581 add_msg_if_player( m_neutral, _( "Your %s powers down." ), bio.info().name );
1582 // This purposely bypasses the deactivation cost
1583 deactivate_bionic( b, true );
1584 return;
1585 }
1586 if( cost > 0_J ) {
1587 mod_power_level( -cost );
1588 }
1589 }
1590 }
1591 }
1592
1593 // Bionic effects on every turn they are active go here.
1594 if( bio.id == bio_remote ) {
1595 if( g->remoteveh() == nullptr && get_value( "remote_controlling" ).empty() ) {
1596 bio.powered = false;
1597 add_msg_if_player( m_warning, _( "Your %s has lost connection and is turning off." ),
1598 bio.info().name );
1599 }
1600 } else if( bio.id == bio_hydraulics ) {
1601 // Sound of hissing hydraulic muscle! (not quite as loud as a car horn)
1602 sounds::sound( pos(), 19, sounds::sound_t::activity, _( "HISISSS!" ), false, "bionic",
1603 static_cast<std::string>( bio_hydraulics ) );
1604 } else if( bio.id == bio_nanobots ) {
1605 // Total hack, prevents charge_timer reaching 0 thus preventing power draw.
1606 // Ideally there would be a value that directly impacts whether a bionic draws power when idle.
1607 bio.charge_timer = 2;
1608 // The above hack means there's no check for whether the bionic actually has power to run.
1609 if( get_power_level() < bio.info().power_over_time ) {
1610 bio.powered = false;
1611 add_msg_if_player( m_warning, _( "Your %s shut down due to lack of power." ), bio.info().name );
1613 return;
1614 } else if( get_stored_kcal() < 0.85f * max_stored_kcal() ) {
1615 bio.powered = false;
1616 add_msg_if_player( m_warning, _( "Your %s shut down to conserve calories." ), bio.info().name );
1618 return;
1619 }
1620 if( calendar::once_every( 15_turns ) ) {
1621 std::vector<bodypart_id> bleeding_bp_parts;
1622 for( const bodypart_id &bp : get_all_body_parts() ) {
1623 if( has_effect( effect_bleed, bp.id() ) ) {
1624 bleeding_bp_parts.push_back( bp );
1625 }
1626 }
1627 if( !bleeding_bp_parts.empty() ) {
1628 const bodypart_id part_to_staunch = bleeding_bp_parts[ rng( 0, bleeding_bp_parts.size() - 1 ) ];
1629 effect &e = get_effect( effect_bleed, part_to_staunch->token );
1630 if( e.get_intensity() > 1 ) {
1631 e.mod_intensity( -1, false );
1632 } else {
1633 remove_effect( effect_bleed, part_to_staunch->token );
1634 }
1635 }
1636 if( rng( 0, 2 ) == 2 ) {
1637 std::vector<bodypart_id> damaged_hp_parts;
1638 for( const std::pair<const bodypart_str_id, bodypart> &part : get_body() ) {
1639 const int hp_cur = part.second.get_hp_cur();
1640 if( hp_cur > 0 && hp_cur < part.second.get_hp_max() ) {
1641 damaged_hp_parts.push_back( part.first.id() );
1642 }
1643 }
1644 if( get_stored_kcal() >= 5 && !damaged_hp_parts.empty() ) {
1645 const bodypart_id part_to_heal = damaged_hp_parts[ rng( 0, damaged_hp_parts.size() - 1 ) ];
1646 heal( part_to_heal, 1 );
1648 mod_stored_kcal( -5 );
1649 }
1650 }
1651 }
1652 } else if( bio.id == bio_painkiller ) {
1653 const int pkill = get_painkiller();
1654 const int pain = get_pain();
1655 int max_pkill = std::min( 150, pain );
1656 if( pkill < max_pkill ) {
1657 mod_painkiller( 1 );
1658 mod_power_level( -2_kJ );
1659 }
1660
1661 // Only dull pain so extreme that we can't pkill it safely
1662 if( pkill >= 150 && pain > pkill && get_stim() > -150 ) {
1663 mod_pain( -1 );
1664 // Negative side effect: negative stim
1665 mod_stim( -1 );
1666 mod_power_level( -2_kJ );
1667 }
1668 } else if( bio.id == bio_gills ) {
1669 if( has_effect( effect_asthma ) ) {
1671 _( "You feel your throat open up and air filling your lungs!" ) );
1673 }
1674 } else if( bio.id == bio_evap ) {
1675 // Aero-Evaporator provides water at 60 watts with 2 L / kWh efficiency
1676 // which is 10 mL per 5 minutes. Humidity can modify the amount gained.
1677 if( calendar::once_every( 5_minutes ) ) {
1678 const w_point &weatherPoint = get_weather().get_precise();
1679 int humidity = get_local_humidity( weatherPoint.humidity, get_weather().weather_id,
1680 g->is_sheltered( g->u.pos() ) );
1681 // in thirst units = 5 mL water
1682 int water_available = std::lround( humidity * 3.0 / 100.0 );
1683 // At 50% relative humidity or more, the player will draw 10 mL
1684 // At 16% relative humidity or less, the bionic will give up
1685 if( water_available == 0 ) {
1687 _( "There is not enough humidity in the air for your %s to function." ),
1688 bio.info().name );
1690 } else if( water_available == 1 ) {
1692 _( "Your %s issues a low humidity warning. Efficiency is reduced." ),
1693 bio.info().name );
1694 }
1695
1696 mod_thirst( -water_available );
1697 }
1698
1701 _( "You are properly hydrated. Your %s chirps happily." ),
1702 bio.info().name );
1704 }
1705 } else if( bio.id == bio_ads ) {
1706 if( bio.charge_timer < 2 ) {
1707 bio.charge_timer = 2;
1708 }
1709 if( bio.energy_stored < 150_kJ ) {
1710 // Max recharge rate is influenced by whether you've been hit or not.
1711 // See character.cpp for how charge_timer keeps track of that for this bionic.
1712 units::energy max_rate = 10_kJ;
1713 if( bio.charge_timer > 2 ) {
1714 max_rate /= 2;
1715 }
1716 units::energy ads_recharge = std::min( max_rate, 150_kJ - bio.energy_stored );
1717 if( ads_recharge < get_power_level() ) {
1718 mod_power_level( - ads_recharge );
1719 bio.energy_stored += ads_recharge;
1720 } else if( get_power_level() != 0_kJ ) {
1723 }
1724 if( bio.energy_stored == 150_kJ ) {
1725 add_msg_if_player( m_good, _( "Your %s quietens to a satisfied thrum." ), bio.info().name );
1726 }
1727 } else if( bio.energy_stored > 150_kJ ) {
1728 bio.energy_stored = 150_kJ;
1729 }
1730 } else if( bio.id == afs_bio_dopamine_stimulators ) {
1731 // Aftershock
1732 add_morale( MORALE_FEELING_GOOD, 20, 20, 30_minutes, 20_minutes, true );
1733 }
1734}
static const efftype_id effect_bleed("bleed")
static bool attempt_recharge(Character &p, bionic &bio, units::energy &amount, int factor=1, int rate=1)
Definition: bionics.cpp:1507
static const efftype_id effect_asthma("asthma")
static const bionic_id afs_bio_dopamine_stimulators("afs_bio_dopamine_stimulators")
static const bionic_id bio_nanobots("bio_nanobots")
static const bionic_id bio_gills("bio_gills")
void passive_power_gen(int b)
Passively produce power from PERPETUAL fuel.
Definition: bionics.cpp:1312
void mod_painkiller(int npkill)
Modifies intensity of painkillers
Definition: character.cpp:9776
int mod_intensity(int mod, bool alert=false)
Modify intensity of effect capped by range [1..max_intensity].
Definition: effect.cpp:886
const morale_type MORALE_FEELING_GOOD("morale_feeling_good")
units::energy power_over_time
Power cost over time, does nothing without a non-zero charge_time.
Definition: bionics.h:41
float get_auto_start_thresh() const
Definition: bionics.cpp:2757
bool is_auto_start_on() const
Definition: bionics.cpp:2762

References _, sounds::activity, add_morale(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), afs_bio_dopamine_stimulators, attempt_recharge(), b, bio_ads, bio_evap, bio_gills, bio_hydraulics, bio_nanobots, bio_painkiller, bio_remote, burn_fuel(), bionic_data::charge_time, bionic::charge_timer, deactivate_bionic(), effect_asthma, effect_bleed, bionic::energy_stored, find_remote_fuel(), flag_PERPETUAL(), bionic_data::fuel_opts, g, Creature::get_all_body_parts(), bionic::get_auto_start_thresh(), Creature::get_body(), Creature::get_effect(), get_fuel_available(), effect::get_intensity(), get_local_humidity(), get_max_power_level(), Creature::get_pain(), get_painkiller(), get_power_level(), weather_manager::get_precise(), get_stim(), get_stored_kcal(), get_thirst(), Creature::get_value(), get_weather(), Creature::has_effect(), bionic_data::has_flag(), Creature::has_flag(), heal(), w_point::humidity, hydrated, bionic::id, string_id< T >::id(), bionic::info(), bionic::is_auto_start_on(), string_id< T >::is_empty(), bionic_data::is_remote_fueled, m_bad, m_good, m_mixed, m_neutral, m_warning, max_stored_kcal(), effect::mod_intensity(), Creature::mod_pain(), mod_painkiller(), mod_power_level(), mod_stim(), mod_stored_kcal(), mod_thirst(), MORALE_FEELING_GOOD, bionic_data::name, calendar::once_every(), Creature::pain, passive_power_gen(), pkill, pos(), bionic_data::power_over_time, bionic::powered, Creature::remove_effect(), rng(), sounds::sound(), STATIC, and string_id< T >::str().

Referenced by suffer().

◆ process_turn()

void Character::process_turn ( )
overridevirtual

Handles end-of-turn processing.

Reimplemented from Creature.

Reimplemented in npc, and player.

Definition at line 1640 of file character.cpp.

1641{
1642 for( bionic &i : *my_bionics ) {
1643 if( i.incapacitated_time > 0_turns ) {
1644 i.incapacitated_time -= 1_turns;
1645 if( i.incapacitated_time == 0_turns ) {
1646 add_msg_if_player( m_bad, _( "Your %s bionic comes back online." ), i.info().name );
1647 }
1648 }
1649 }
1650
1652}
virtual void process_turn()
Processes effects and bonuses and allocates move points based on speed.
Definition: creature.cpp:156

References _, Creature::add_msg_if_player(), m_bad, my_bionics, and Creature::process_turn().

Referenced by player::process_turn().

◆ query_yn() [1/2]

template<typename ... Args>
bool Character::query_yn ( const char *const  msg,
Args &&...  args 
) const
inline

It is supposed to hide the query_yn to simplify player vs.

npc code.

Definition at line 1493 of file character.h.

1493 {
1494 return query_yn( string_format( msg, std::forward<Args>( args ) ... ) );
1495 }

References query_yn(), and string_format().

Referenced by activate_bionic(), can_install_bionics(), feed_reactor_with(), query_yn(), and will_eat().

◆ query_yn() [2/2]

virtual bool Character::query_yn ( const std::string &  msg) const
pure virtual

Implemented in npc, player, and player.

◆ random_bad_trait()

trait_id Character::random_bad_trait ( )

Returns the id of a random starting trait that costs < 0 points.

Definition at line 2871 of file newcharacter.cpp.

2872{
2873 std::vector<trait_id> vTraitsBad;
2874
2875 for( auto &traits_iter : mutation_branch::get_all() ) {
2876 if( traits_iter.points < 0 && g->scen->traitquery( traits_iter.id ) ) {
2877 vTraitsBad.push_back( traits_iter.id );
2878 }
2879 }
2880
2881 return random_entry( vTraitsBad );
2882}

References g, mutation_branch::get_all(), and random_entry().

Referenced by avatar::randomize().

◆ random_good_trait()

trait_id Character::random_good_trait ( )

Returns the id of a random starting trait that costs >= 0 points.

Definition at line 2858 of file newcharacter.cpp.

2859{
2860 std::vector<trait_id> vTraitsGood;
2861
2862 for( auto &traits_iter : mutation_branch::get_all() ) {
2863 if( traits_iter.points >= 0 && g->scen->traitquery( traits_iter.id ) ) {
2864 vTraitsGood.push_back( traits_iter.id );
2865 }
2866 }
2867
2868 return random_entry( vTraitsGood );
2869}

References g, mutation_branch::get_all(), and random_entry().

Referenced by avatar::randomize().

◆ ranged_dex_mod()

int Character::ranged_dex_mod ( ) const
virtual
Dexterity <20 increases ranged penalty

Definition at line 4124 of file character.cpp.

4125{
4126 ///\EFFECT_DEX <20 increases ranged penalty
4127 return std::max( ( 20.0 - get_dex() ) * 0.5, 0.0 );
4128}

References get_dex().

Referenced by draw_stats_info(), player::get_weapon_dispersion(), and set_stats().

◆ ranged_per_mod()

int Character::ranged_per_mod ( ) const
virtual
Perception <20 increases ranged aiming penalty.

Definition at line 4130 of file character.cpp.

4131{
4132 ///\EFFECT_PER <20 increases ranged aiming penalty.
4133 return std::max( ( 20.0 - get_per() ) * 1.2, 0.0 );
4134}

References get_per().

Referenced by draw_stats_info(), effective_dispersion(), and set_stats().

◆ rate_action_change_side()

hint_rating Character::rate_action_change_side ( const item it) const

Used to determine player feedback on item use for the inventory code.

rates usability lower for non-tools (books, etc.)

Definition at line 3676 of file character.cpp.

3677{
3678 if( !is_worn( it ) ) {
3679 return hint_rating::iffy;
3680 }
3681
3682 if( !it.is_sided() ) {
3683 return hint_rating::cant;
3684 }
3685
3686 return hint_rating::good;
3687}
@ iffy
Item should display as red.
@ cant
Item should display as gray.

References cant, good, iffy, item::is_sided(), and is_worn().

Referenced by game::inventory_item_menu().

◆ rate_action_eat()

hint_rating Character::rate_action_eat ( const item it) const

Definition at line 1255 of file consumption.cpp.

1256{
1257 if( !can_consume( it ) ) {
1258 return hint_rating::cant;
1259 }
1260
1261 const auto rating = will_eat( it );
1262 if( rating.success() ) {
1263 return hint_rating::good;
1264 } else if( rating.value() == edible_rating::inedible ||
1265 rating.value() == edible_rating::inedible_mutation ) {
1266
1267 return hint_rating::cant;
1268 }
1269
1270 return hint_rating::iffy;
1271}
ret_val< edible_rating > will_eat(const item &food, bool interactive=false) const
Same as can_eat, but takes consequences into account.
bool can_consume(const item &it) const
Check character's capability of consumption overall.

References can_consume(), cant, good, iffy, inedible, inedible_mutation, and will_eat().

Referenced by game::inventory_item_menu().

◆ react_to_felt_pain()

void Character::react_to_felt_pain ( int  intensity)

Definition at line 848 of file character.cpp.

849{
850 if( intensity <= 0 ) {
851 return;
852 }
853 if( is_player() && intensity >= 2 ) {
854 g->cancel_activity_or_ignore_query( distraction_type::pain, _( "Ouch, something hurts!" ) );
855 }
856 // Only a large pain burst will actually wake people while sleeping.
858 int pain_thresh = rng( 3, 5 );
859
861 pain_thresh += 2;
862 } else if( has_trait( trait_HEAVYSLEEPER2 ) ) {
863 pain_thresh += 5;
864 }
865
866 if( intensity >= pain_thresh ) {
867 wake_up();
868 }
869 }
870}
static const trait_id trait_HEAVYSLEEPER("HEAVYSLEEPER")
static const trait_id trait_HEAVYSLEEPER2("HEAVYSLEEPER2")

References _, effect_narcosis, effect_sleep, g, Creature::has_effect(), has_trait(), Creature::is_player(), pain, rng(), trait_HEAVYSLEEPER, trait_HEAVYSLEEPER2, and wake_up().

Referenced by player::set_pain(), and set_painkiller().

◆ read_speed()

int Character::read_speed ( bool  return_stat_effect = true) const

Returns the player's reading speed.

Intelligence increases reading speed by 3s per level above 8

Definition at line 3403 of file character.cpp.

3404{
3405 // Stat window shows stat effects on based on current stat
3406 const int intel = get_int();
3407 /** @EFFECT_INT increases reading speed by 3s per level above 8*/
3408 int ret = to_moves<int>( 1_minutes ) - to_moves<int>( 3_seconds ) * ( intel - 8 );
3409
3410 if( has_bionic( afs_bio_linguistic_coprocessor ) ) { // Aftershock
3411 ret *= .85;
3412 }
3413
3414 ret *= mutation_value( "reading_speed_multiplier" );
3415
3416 if( ret < to_moves<int>( 1_seconds ) ) {
3417 ret = to_moves<int>( 1_seconds );
3418 }
3419 // return_stat_effect actually matters here
3420 return return_stat_effect ? ret : ret * 100 / to_moves<int>( 1_minutes );
3421}
static const bionic_id afs_bio_linguistic_coprocessor("afs_bio_linguistic_coprocessor")

References afs_bio_linguistic_coprocessor, get_int(), has_bionic(), mutation_value(), and cata::hash64_detail::ret.

Referenced by draw_stats_info(), read_inventory_preset::read_inventory_preset(), set_stats(), npc::time_to_read(), and avatar::time_to_read().

◆ rebuild_mutation_cache()

void Character::rebuild_mutation_cache ( )

Definition at line 8020 of file character.cpp.

8021{
8022 cached_mutations.clear();
8023 for( const std::pair<const trait_id, trait_data> &mut : my_mutations ) {
8024 cached_mutations.push_back( &mut.first.obj() );
8025 }
8026 for( const trait_id &mut : enchantment_cache->get_mutations() ) {
8027 cached_mutations.push_back( &mut.obj() );
8028 }
8029}

References cached_mutations, enchantment_cache, and my_mutations.

Referenced by set_mutation(), and unset_mutation().

◆ recalc_hp()

void Character::recalc_hp ( )

Recalculates HP after a change to max strength.

Definition at line 1654 of file character.cpp.

1655{
1656 int str_boost_val = 0;
1657 cata::optional<skill_boost> str_boost = skill_boost::get( "str" );
1658 if( str_boost ) {
1659 int skill_total = 0;
1660 for( const std::string &skill_str : str_boost->skills() ) {
1661 skill_total += get_skill_level( skill_id( skill_str ) );
1662 }
1663 str_boost_val = str_boost->calc_bonus( skill_total );
1664 }
1665 // Mutated toughness stacks with starting, by design.
1666 float hp_mod = 1.0f + mutation_value( "hp_modifier" ) + mutation_value( "hp_modifier_secondary" );
1667 float hp_adjustment = mutation_value( "hp_adjustment" ) + ( str_boost_val * 3 );
1668 calc_all_parts_hp( hp_mod, hp_adjustment, str_max );
1669}
void calc_all_parts_hp(float hp_mod=0.0, float hp_adjust=0.0, int str_max=0)
Sets hp for all body parts.
Definition: character.cpp:1671
static cata::optional< skill_boost > get(const std::string &stat_str)
Definition: skill_boost.cpp:20

References calc_all_parts_hp(), skill_boost::get(), get_skill_level(), mutation_value(), skill_id, and str_max.

Referenced by apply_mods(), apply_skill_boost(), avatar::create(), mutation_effect(), mutation_loss_effect(), normalize(), player::normalize(), npc::randomize(), reset_scenario(), set_stats(), and standard_npc::standard_npc().

◆ recalc_sight_limits()

void Character::recalc_sight_limits ( )

Modifies the player's sight values Must be called when any of the following change: This must be called when any of the following change:

  • effects
  • bionics
  • traits
  • underwater
  • clothes

Definition at line 1701 of file character.cpp.

1702{
1703 sight_max = 9999;
1704 vision_mode_cache.reset();
1705
1706 // Set sight_max.
1707 if( is_blind() || ( in_sleep_state() && !has_trait( trait_SEESLEEP ) ) ||
1709 sight_max = 0;
1710 } else if( has_effect( effect_boomered ) && ( !( has_trait( trait_PER_SLIME_OK ) ) ) ) {
1711 sight_max = 1;
1713 } else if( has_effect( effect_in_pit ) || has_effect( effect_no_sight ) ||
1717 sight_max = 1;
1718 } else if( has_active_mutation( trait_SHELL2 ) ) {
1719 // You can kinda see out a bit.
1720 sight_max = 2;
1721 } else if( ( has_trait( trait_MYOPIC ) || has_trait( trait_URSINE_EYE ) ) &&
1723 sight_max = 4;
1724 } else if( has_trait( trait_PER_SLIME ) ) {
1725 sight_max = 6;
1726 } else if( has_effect( effect_darkness ) ) {
1728 sight_max = 10;
1729 }
1730
1731 // Debug-only NV
1734 }
1735
1736 float best_bonus_nv = 0.0f;
1737 for( const mutation_branch *mut : cached_mutations ) {
1738 best_bonus_nv = std::max( best_bonus_nv, mut->night_vision_range );
1739 }
1741 ( is_mounted() && mounted_creature->has_flag( MF_MECH_RECON_VISION ) ) ) {
1742 best_bonus_nv = std::max( best_bonus_nv, 10.0f );
1743 }
1744 if( has_nv() ) {
1746 best_bonus_nv = std::max( best_bonus_nv, 10.0f );
1747 }
1748 if( has_trait( trait_BIRD_EYE ) ) {
1750 }
1751 if( has_trait( trait_URSINE_EYE ) ) {
1753 }
1754
1755 // +1 because of the ugly -1 in _from_per
1758 nv_range += best_bonus_nv;
1760 nv_range++;
1761 }
1762
1763 // Not exactly a sight limit thing, but related enough
1768 mounted_creature->has_flag( MF_MECH_RECON_VISION ) ) ) {
1770 }
1771
1773 has_effect_with_flag( "EFFECT_SUPER_CLAIRVOYANCE" ) ) {
1776 has_effect_with_flag( "EFFECT_CLAIRVOYANCE_PLUS" ) ) {
1778 } else if( has_artifact_with( AEP_CLAIRVOYANCE ) ||
1779 has_effect_with_flag( "EFFECT_CLAIRVOYANCE" ) ) {
1781 }
1782}
static const bionic_id bio_infrared("bio_infrared")
static const std::string flag_FIX_NEARSIGHT("FIX_NEARSIGHT")
static const efftype_id effect_contacts("contacts")
static const trait_id trait_CEPH_EYES("CEPH_EYES")
static const efftype_id effect_boomered("boomered")
static const trait_id trait_INFRARED("INFRARED")
static const trait_id trait_LIZ_IR("LIZ_IR")
static const trait_id trait_URSINE_EYE("URSINE_EYE")
static const trait_id trait_MEMBRANE("MEMBRANE")
static const trait_id trait_MYOPIC("MYOPIC")
static const trait_id trait_BIRD_EYE("BIRD_EYE")
static const efftype_id effect_darkness("darkness")
static const bionic_id bio_membrane("bio_membrane")
static const std::string flag_SWIM_GOGGLES("SWIM_GOGGLES")
static const std::string flag_IR_EFFECT("IR_EFFECT")
static const trait_id trait_DEBUG_NIGHTVISION("DEBUG_NIGHTVISION")
static const trait_id trait_PER_SLIME_OK("PER_SLIME_OK")
static const efftype_id effect_no_sight("no_sight")
@ DARKNESS
Definition: character.h:88
@ URSINE_VISION
Definition: character.h:86
@ IR_VISION
Definition: character.h:89
@ BIRD_EYE
Definition: character.h:85
@ NV_GOGGLES
Definition: character.h:84
@ BOOMERED
Definition: character.h:87
bool is_blind() const
Returns true if the player isn't able to see.
Definition: character.cpp:6336
bool has_nv()
Returns true if the player has some form of night vision.
Definition: character.cpp:3610
int sight_max
Definition: character.h:2167
@ AEP_CLAIRVOYANCE_PLUS
Definition: enums.h:142
@ AEP_SUPER_CLAIRVOYANCE
Definition: enums.h:112
@ AEP_CLAIRVOYANCE
Definition: enums.h:111
float nv_range_from_per(int per)
Definition: character.cpp:1794
float nv_range_from_eye_encumbrance(int enc)
Definition: character.cpp:1800

References AEP_CLAIRVOYANCE, AEP_CLAIRVOYANCE_PLUS, AEP_SUPER_CLAIRVOYANCE, bio_infrared, bio_membrane, BIRD_EYE, BOOMERED, bp_eyes, cached_mutations, DARKNESS, DEBUG_NIGHTVISION, effect_boomered, effect_contacts, effect_darkness, effect_in_pit, effect_narcosis, effect_no_sight, encumb(), flag_FIX_NEARSIGHT(), flag_IR_EFFECT(), flag_SWIM_GOGGLES(), get_per(), has_active_bionic(), has_active_mutation(), has_artifact_with(), has_bionic(), Creature::has_effect(), Creature::has_effect_with_flag(), has_nv(), has_trait(), in_sleep_state(), IR_VISION, is_blind(), is_mounted(), is_wearing(), itype_rm13_armor_on, MF_MECH_RECON_VISION, mounted_creature, NV_GOGGLES, nv_range, vision::nv_range_from_eye_encumbrance(), vision::nv_range_from_per(), sight_max, trait_BIRD_EYE, trait_CEPH_EYES, trait_DEBUG_NIGHTVISION, trait_INFRARED, trait_LIZ_IR, trait_MEMBRANE, trait_MYOPIC, trait_PER_SLIME, trait_PER_SLIME_OK, trait_SEESLEEP, trait_SHELL2, trait_URSINE_EYE, Creature::underwater, URSINE_VISION, VISION_CLAIRVOYANCE, VISION_CLAIRVOYANCE_PLUS, VISION_CLAIRVOYANCE_SUPER, vision_mode_cache, and worn_with_flag().

Referenced by add_bionic(), deactivate_mutation(), player::environmental_revert_effect(), load(), game::load(), mount_creature(), mutation_spend_resources(), on_item_takeoff(), on_item_wear(), player::player(), remove_bionic(), player::reset_stats(), set_mutation(), player::set_underwater(), player::takeoff(), unset_mutation(), wake_up(), and wear_item().

◆ recalculate_enchantment_cache()

void Character::recalculate_enchantment_cache ( )

Definition at line 7979 of file character.cpp.

7980{
7981 // start by resetting the cache
7983
7984 visit_items( [&]( const item * it ) {
7985 for( const enchantment &ench : it->get_enchantments() ) {
7986 if( ench.is_active( *this, *it ) ) {
7987 enchantment_cache->force_add( ench );
7988 }
7989 }
7990 return VisitResponse::NEXT;
7991 } );
7992
7993 // get from traits/ mutations
7994 for( const std::pair<const trait_id, trait_data> &mut_map : my_mutations ) {
7995 const mutation_branch &mut = mut_map.first.obj();
7996
7997 for( const enchantment_id &ench_id : mut.enchantments ) {
7998 const enchantment &ench = ench_id.obj();
7999 if( ench.is_active( *this, mut.activated && mut_map.second.powered ) ) {
8000 enchantment_cache->force_add( ench );
8001 }
8002 }
8003 }
8004
8005 for( const bionic &bio : *my_bionics ) {
8006 const bionic_id &bid = bio.id;
8007
8008 for( const enchantment_id &ench_id : bid->enchantments ) {
8009 const enchantment &ench = ench_id.obj();
8010 if( ench.is_active( *this, bio.powered &&
8011 bid->has_flag( STATIC( flag_str_id( "BIONIC_TOGGLED" ) ) ) ) ) {
8012 enchantment_cache->force_add( ench );
8013 }
8014 }
8015 }
8016
8018}
void rebuild_mutation_cache()
Definition: character.cpp:8020
bool is_active(const Character &guy, const item &parent) const
std::vector< enchantment > get_enchantments() const
Definition: item.cpp:6812

References enchantment_cache, item::get_enchantments(), NEXT, and visitable< Character >::visit_items().

Referenced by activate_bionic(), activate_mutation(), add_bionic(), deactivate_bionic(), deactivate_mutation(), on_mutation_gain(), on_mutation_loss(), remove_bionic(), reset(), update_body(), and player::use().

◆ recalculate_size()

void Character::recalculate_size ( )

Recalculate size class of character.

Definition at line 246 of file mutation.cpp.

247{
249 // Only one size-changing mutation is expected, so it will only use the first one it finds.
250 for( const mutation_branch *mut : cached_mutations ) {
251 if( mut->body_size ) {
252 size_class = *mut->body_size;
253 break;
254 }
255 }
256}

References cached_mutations, MS_MEDIUM, and size_class.

Referenced by load(), mutation_effect(), and mutation_loss_effect().

◆ recoil_mode()

double Character::recoil_mode ( ) const

◆ recoil_total()

double Character::recoil_total ( ) const

Current total maximum recoil penalty from all sources.

Definition at line 2060 of file ranged.cpp.

2061{
2062 return recoil + recoil_vehicle();
2063}
double recoil_vehicle() const
Get maximum recoil penalty due to vehicle motion.
Definition: ranged.cpp:2048

References recoil, and recoil_vehicle().

Referenced by player::fire_gun(), npc::method_of_attack(), npc::move(), target_ui::panel_recoil(), and npc::wont_hit_friend().

◆ recoil_vehicle()

double Character::recoil_vehicle ( ) const

Get maximum recoil penalty due to vehicle motion.

Definition at line 2048 of file ranged.cpp.

2049{
2050 // TODO: vary penalty dependent upon vehicle part on which player is boarded
2051
2052 if( in_vehicle ) {
2053 if( const optional_vpart_position vp = g->m.veh_at( pos() ) ) {
2054 return static_cast<double>( std::abs( vp->vehicle().velocity ) ) * 3 / 100;
2055 }
2056 }
2057 return 0;
2058}

References g, in_vehicle, and pos().

Referenced by player::fire_gun(), print_aim(), and recoil_total().

◆ reduce_healing_effect()

int Character::reduce_healing_effect ( const efftype_id eff_id,
int  remove_med,
const bodypart_id hurt 
)

Reduce healing effect intensity, return initial intensity of the effect.

Definition at line 8608 of file character.cpp.

8610{
8611 const body_part hurt_token = hurt->token;
8612 effect &e = get_effect( eff_id, hurt_token );
8613 int intensity = e.get_intensity();
8614 if( remove_med < intensity ) {
8615 if( eff_id == effect_bandaged ) {
8616 add_msg_if_player( m_bad, _( "Bandages on your %s were damaged!" ), body_part_name( hurt_token ) );
8617 } else if( eff_id == effect_disinfected ) {
8618 add_msg_if_player( m_bad, _( "You got some filth on your disinfected %s!" ),
8619 body_part_name( hurt_token ) );
8620 }
8621 } else {
8622 if( eff_id == effect_bandaged ) {
8623 add_msg_if_player( m_bad, _( "Bandages on your %s were destroyed!" ),
8624 body_part_name( hurt_token ) );
8625 } else if( eff_id == effect_disinfected ) {
8626 add_msg_if_player( m_bad, _( "Your %s is no longer disinfected!" ), body_part_name( hurt_token ) );
8627 }
8628 }
8629 e.mod_duration( -6_hours * remove_med );
8630 return intensity;
8631}

References _, Creature::add_msg_if_player(), body_part_name(), effect_bandaged, effect_disinfected, Creature::get_effect(), effect::get_intensity(), m_bad, and effect::mod_duration().

Referenced by apply_damage().

◆ regen()

void Character::regen ( int  rate_multiplier)

Handles passive regeneration of pain and maybe hp.

Definition at line 4543 of file character.cpp.

4544{
4545 int pain_ticks = rate_multiplier;
4546 while( get_pain() > 0 && pain_ticks-- > 0 ) {
4547 mod_pain( -roll_remainder( 0.2f + get_pain() / 50.0f ) );
4548 }
4549
4550 float rest = rest_quality();
4551 float heal_rate = healing_rate( rest ) * to_turns<int>( 5_minutes );
4552 if( heal_rate > 0.0f ) {
4553 healall( roll_remainder( rate_multiplier * heal_rate ) );
4554 } else if( heal_rate < 0.0f ) {
4555 int rot_rate = roll_remainder( rate_multiplier * -heal_rate );
4556 // Has to be in loop because some effects depend on rounding
4557 while( rot_rate-- > 0 ) {
4558 hurtall( 1, nullptr, false );
4559 }
4560 }
4561
4562 // include healing effects
4563 for( int i = 0; i < num_hp_parts; i++ ) {
4564 const bodypart_id &bp = convert_bp( hp_to_bp( static_cast<hp_part>( i ) ) ).id();
4565 float healing = healing_rate_medicine( rest, bp ) * to_turns<int>( 5_minutes );
4566
4567 int healing_apply = roll_remainder( healing );
4568 healed_bp( i, healing_apply );
4569 heal( bp, healing_apply );
4570 if( damage_bandaged[i] > 0 ) {
4571 damage_bandaged[i] -= healing_apply;
4572 if( damage_bandaged[i] <= 0 ) {
4573 damage_bandaged[i] = 0;
4574 remove_effect( effect_bandaged, bp->token );
4575 add_msg_if_player( _( "Bandaged wounds on your %s healed." ), body_part_name( bp ) );
4576 }
4577 }
4578 if( damage_disinfected[i] > 0 ) {
4579 damage_disinfected[i] -= healing_apply;
4580 if( damage_disinfected[i] <= 0 ) {
4581 damage_disinfected[i] = 0;
4582 remove_effect( effect_disinfected, bp->token );
4583 add_msg_if_player( _( "Disinfected wounds on your %s healed." ), body_part_name( bp ) );
4584 }
4585 }
4586
4587 // remove effects if the limb was healed by other way
4588 if( has_effect( effect_bandaged, bp->token ) && ( get_part( bp )->is_at_max_hp() ) ) {
4589 damage_bandaged[i] = 0;
4590 remove_effect( effect_bandaged, bp->token );
4591 add_msg_if_player( _( "Bandaged wounds on your %s healed." ), body_part_name( bp ) );
4592 }
4593 if( has_effect( effect_disinfected, bp->token ) && ( get_part( bp )->is_at_max_hp() ) ) {
4594 damage_disinfected[i] = 0;
4595 remove_effect( effect_disinfected, bp->token );
4596 add_msg_if_player( _( "Disinfected wounds on your %s healed." ), body_part_name( bp ) );
4597 }
4598 }
4599
4600 if( get_rad() > 0 ) {
4601 mod_rad( -roll_remainder( rate_multiplier / 50.0f ) );
4602 }
4603}
float healing_rate(float at_rest_quality) const
Average hit points healed per turn.
Definition: character.cpp:6757
float healing_rate_medicine(float at_rest_quality, const bodypart_id &bp) const
Average hit points healed per turn from healing effects.
Definition: character.cpp:6799
void healed_bp(int bp, int amount)
Definition: character.cpp:7867
void hurtall(int dam, Creature *source, bool disturb=true)
Hurts all body parts for dam, no armor reduction.
Definition: character.cpp:8650

References _, Creature::add_msg_if_player(), body_part_name(), convert_bp(), damage_bandaged, damage_disinfected, effect_bandaged, effect_disinfected, Creature::get_pain(), Creature::get_part(), get_rad(), Creature::has_effect(), heal(), healall(), healed_bp(), healing_rate(), healing_rate_medicine(), hp_to_bp(), hurtall(), string_id< T >::id(), Creature::mod_pain(), mod_rad(), num_hp_parts, Creature::remove_effect(), rest_quality(), and roll_remainder().

Referenced by update_body().

◆ rem_addiction()

void Character::rem_addiction ( add_type  type)

Removes an addition from the player.

Definition at line 1946 of file suffer.cpp.

1947{
1948 auto iter = std::find_if( addictions.begin(), addictions.end(),
1949 [type]( const addiction & ad ) {
1950 return ad.type == type;
1951 } );
1952
1953 if( iter != addictions.end() ) {
1954 addictions.erase( iter );
1955 g->events().send<event_type::loses_addiction>( getID(), type );
1956 }
1957}

References addictions, g, getID(), loses_addiction, and type.

Referenced by marloss_common(), iuse::mycus(), and suffer_from_addictions().

◆ rem_morale()

void Character::rem_morale ( const morale_type type)

◆ remove_bionic()

void Character::remove_bionic ( const bionic_id b)

Removes a bionic from my_bionics[].

Definition at line 2585 of file bionics.cpp.

2586{
2587 bionic_collection new_my_bionics;
2588 // any spells you should not forget due to still having a bionic installed that has it.
2589 std::set<spell_id> cbm_spells;
2590 for( bionic &i : *my_bionics ) {
2591 if( b == i.id ) {
2592 continue;
2593 }
2594
2595 // Linked bionics: if either is removed, the other is removed as well.
2596 if( b->is_included( i.id ) || i.id->is_included( b ) ) {
2597 continue;
2598 }
2599
2600 for( const std::pair<const spell_id, int> &spell_pair : i.id->learned_spells ) {
2601 cbm_spells.emplace( spell_pair.first );
2602 }
2603
2604 new_my_bionics.push_back( bionic( i.id, i.invlet ) );
2605 }
2606
2607 // any spells you learn from installing a bionic you forget.
2608 for( const std::pair<const spell_id, int> &spell_pair : b->learned_spells ) {
2609 if( cbm_spells.count( spell_pair.first ) == 0 ) {
2610 magic->forget_spell( spell_pair.first );
2611 }
2612 }
2613
2614 *my_bionics = new_my_bionics;
2617 if( !b->enchantments.empty() ) {
2619 }
2620}

References b, magic, my_bionics, recalc_sight_limits(), recalculate_enchantment_cache(), and reset_encumbrance().

Referenced by perform_install(), perform_uninstall(), and uninstall_bionic().

◆ remove_child_flag()

void Character::remove_child_flag ( const trait_id flag)

Removes the mutation's child flag from the player's list.

Definition at line 1496 of file mutation.cpp.

1497{
1498 for( auto &elem : flag->replacements ) {
1499 const trait_id &tmp = elem;
1500 if( has_trait( tmp ) ) {
1501 remove_mutation( tmp );
1502 return;
1503 } else if( has_child_flag( tmp ) ) {
1504 remove_child_flag( tmp );
1505 return;
1506 }
1507 }
1508}

References has_child_flag(), has_trait(), remove_child_flag(), remove_mutation(), and mutation_branch::replacements.

Referenced by mutate_towards(), and remove_child_flag().

◆ remove_mission_items()

void Character::remove_mission_items ( int  mission_id)

Definition at line 2567 of file character.cpp.

2568{
2569 if( mission_id == -1 ) {
2570 return;
2571 }
2572 remove_items_with( has_mission_item_filter { mission_id } );
2573}

References visitable< Character >::remove_items_with().

◆ remove_mutation()

void Character::remove_mutation ( const trait_id mut,
bool  silent = false 
)

Removes a mutation, downgrading to the previous level if possible.

Definition at line 1338 of file mutation.cpp.

1339{
1340 const auto &mdata = mut.obj();
1341 // Check if there's a prerequisite we should shrink back into
1342 trait_id replacing = trait_id::NULL_ID();
1343 std::vector<trait_id> originals = mdata.prereqs;
1344 for( size_t i = 0; !replacing && i < originals.size(); i++ ) {
1345 trait_id pre = originals[i];
1346 const auto &p = pre.obj();
1347 for( size_t j = 0; !replacing && j < p.replacements.size(); j++ ) {
1348 if( p.replacements[j] == mut ) {
1349 replacing = pre;
1350 }
1351 }
1352 }
1353
1354 trait_id replacing2 = trait_id::NULL_ID();
1355 std::vector<trait_id> originals2 = mdata.prereqs2;
1356 for( size_t i = 0; !replacing2 && i < originals2.size(); i++ ) {
1357 trait_id pre2 = originals2[i];
1358 const auto &p = pre2.obj();
1359 for( size_t j = 0; !replacing2 && j < p.replacements.size(); j++ ) {
1360 if( p.replacements[j] == mut ) {
1361 replacing2 = pre2;
1362 }
1363 }
1364 }
1365
1366 // See if this mutation is canceled by a base trait
1367 //Only if there's no prerequisite to shrink to, thus we're at the bottom of the trait line
1368 if( !replacing ) {
1369 //Check each mutation until we reach the end or find a trait to revert to
1370 for( auto &iter : mutation_branch::get_all() ) {
1371 //See if it's in our list of base traits but not active
1372 if( has_base_trait( iter.id ) && !has_trait( iter.id ) ) {
1373 //See if that base trait cancels the mutation we are using
1374 std::vector<trait_id> traitcheck = iter.cancels;
1375 if( !traitcheck.empty() ) {
1376 for( size_t j = 0; !replacing && j < traitcheck.size(); j++ ) {
1377 if( traitcheck[j] == mut ) {
1378 replacing = ( iter.id );
1379 }
1380 }
1381 }
1382 }
1383 if( replacing ) {
1384 break;
1385 }
1386 }
1387 }
1388
1389 // Duplicated for prereq2
1390 if( !replacing2 ) {
1391 //Check each mutation until we reach the end or find a trait to revert to
1392 for( auto &iter : mutation_branch::get_all() ) {
1393 //See if it's in our list of base traits but not active
1394 if( has_base_trait( iter.id ) && !has_trait( iter.id ) ) {
1395 //See if that base trait cancels the mutation we are using
1396 std::vector<trait_id> traitcheck = iter.cancels;
1397 if( !traitcheck.empty() ) {
1398 for( size_t j = 0; !replacing2 && j < traitcheck.size(); j++ ) {
1399 if( traitcheck[j] == mut && ( iter.id ) != replacing ) {
1400 replacing2 = ( iter.id );
1401 }
1402 }
1403 }
1404 }
1405 if( replacing2 ) {
1406 break;
1407 }
1408 }
1409 }
1410
1411 // make sure we don't toggle a mutation or trait twice, or it will cancel itself out.
1412 if( replacing == replacing2 ) {
1413 replacing2 = trait_id::NULL_ID();
1414 }
1415
1416 // This should revert back to a removed base trait rather than simply removing the mutation
1417 unset_mutation( mut );
1418
1419 bool mutation_replaced = false;
1420
1421 game_message_type rating;
1422
1423 if( replacing ) {
1424 const auto &replace_mdata = replacing.obj();
1425 if( mdata.mixed_effect || replace_mdata.mixed_effect ) {
1426 rating = m_mixed;
1427 } else if( replace_mdata.points - mdata.points > 0 ) {
1428 rating = m_good;
1429 } else if( mdata.points - replace_mdata.points > 0 ) {
1430 rating = m_bad;
1431 } else {
1432 rating = m_neutral;
1433 }
1434 if( !silent ) {
1435 add_msg_player_or_npc( rating,
1436 _( "Your %1$s mutation turns into %2$s." ),
1437 _( "<npcname>'s %1$s mutation turns into %2$s." ),
1438 mdata.name(), replace_mdata.name() );
1439 }
1440 set_mutation( replacing );
1441 mutation_replaced = true;
1442 }
1443 if( replacing2 ) {
1444 const auto &replace_mdata = replacing2.obj();
1445 if( mdata.mixed_effect || replace_mdata.mixed_effect ) {
1446 rating = m_mixed;
1447 } else if( replace_mdata.points - mdata.points > 0 ) {
1448 rating = m_good;
1449 } else if( mdata.points - replace_mdata.points > 0 ) {
1450 rating = m_bad;
1451 } else {
1452 rating = m_neutral;
1453 }
1454 if( !silent ) {
1455 add_msg_player_or_npc( rating,
1456 _( "Your %1$s mutation turns into %2$s." ),
1457 _( "<npcname>'s %1$s mutation turns into %2$s." ),
1458 mdata.name(), replace_mdata.name() );
1459 }
1460 set_mutation( replacing2 );
1461 mutation_replaced = true;
1462 }
1463 if( !mutation_replaced ) {
1464 if( mdata.mixed_effect ) {
1465 rating = m_mixed;
1466 } else if( mdata.points > 0 ) {
1467 rating = m_bad;
1468 } else if( mdata.points < 0 ) {
1469 rating = m_good;
1470 } else {
1471 rating = m_neutral;
1472 }
1473 if( !silent ) {
1474 add_msg_player_or_npc( rating,
1475 _( "You lose your %s mutation." ),
1476 _( "<npcname> loses their %s mutation." ),
1477 mdata.name() );
1478 }
1479 }
1480
1483}
@ silent
Definition: weather_type.h:56

References _, Creature::add_msg_player_or_npc(), drench_mut_calc(), mutation_branch::get_all(), has_base_trait(), has_trait(), m_bad, m_good, m_mixed, m_neutral, string_id< mutation_branch >::NULL_ID(), string_id< T >::obj(), set_highest_cat_level(), set_mutation(), silent, and unset_mutation().

Referenced by do_purify(), player::load(), mutate(), mutate_towards(), old_mutate(), perform_install(), iuse::purify_iv(), iuse::purify_smart(), remove_child_flag(), and debug_menu::wishmutate().

◆ remove_weapon()

item Character::remove_weapon ( )

Definition at line 2559 of file character.cpp.

2560{
2561 item tmp = weapon;
2562 weapon = item();
2563 cached_info.erase( "weapon_value" );
2564 return tmp;
2565}

References cached_info, and weapon.

Referenced by talk_function::drop_weapon(), melee_special_effects(), perform_technique(), mattack::pull_metal_weapon(), smash(), npc::stow_item(), and use_amount().

◆ remove_worn_items_with()

std::list< item > Character::remove_worn_items_with ( std::function< bool(item &)>  filter)

Similar to remove_items_with, but considers only worn items and not their content (item::contents is not checked).

If the filter function returns true, the item is removed.

Definition at line 2345 of file character.cpp.

2346{
2347 std::list<item> result;
2348 for( auto iter = worn.begin(); iter != worn.end(); ) {
2349 if( filter( *iter ) ) {
2350 iter->on_takeoff( *this );
2351 result.splice( result.begin(), worn, iter++ );
2352 } else {
2353 ++iter;
2354 }
2355 }
2356 return result;
2357}

References worn.

Referenced by mutation_effect(), and player::process_items().

◆ reset()

void Character::reset ( )
overridevirtual

Handles stat and bonus reset.

Reimplemented from Creature.

Definition at line 3603 of file character.cpp.

3604{
3606 // TODO: Move reset_stats here, remove it from Creature
3608}
virtual void reset()
Handles stat and bonus reset.
Definition: creature.cpp:125

References recalculate_enchantment_cache(), and Creature::reset().

Referenced by activate_bionic(), deactivate_bionic(), game::load(), and set_stats().

◆ reset_bonuses()

void Character::reset_bonuses ( )
overridevirtual

Resets the value of all bonus fields to 0.

Reimplemented from Creature.

Definition at line 4520 of file character.cpp.

4521{
4522 // Reset all bonuses to 0 and multipliers to 1.0
4523 str_bonus = 0;
4524 dex_bonus = 0;
4525 per_bonus = 0;
4526 int_bonus = 0;
4527
4529}
virtual void reset_bonuses()
Resets the value of all bonus fields to 0.
Definition: creature.cpp:139

References dex_bonus, int_bonus, per_bonus, Creature::reset_bonuses(), and str_bonus.

◆ reset_chargen_attributes()

void Character::reset_chargen_attributes ( )

Definition at line 6873 of file character.cpp.

6874{
6875 init_age = 25;
6876 init_height = 175;
6877}

References init_age, and init_height.

◆ reset_encumbrance()

◆ reset_remote_fuel()

void Character::reset_remote_fuel ( )

Definition at line 1446 of file bionics.cpp.

1447{
1448 if( get_bionic_fueled_with( item( fuel_type_sun_light ) ).empty() ) {
1449 remove_value( "sunlight" );
1450 }
1451 remove_value( "rem_battery" );
1452}

References fuel_type_sun_light, get_bionic_fueled_with(), and Creature::remove_value().

Referenced by iuse::cable_attach(), and deactivate_bionic().

◆ reset_stats()

void Character::reset_stats ( )
overridevirtual

Resets stats, and applies effects in an idempotent manner.

Implements Creature.

Reimplemented in player.

Definition at line 3558 of file character.cpp.

3559{
3560 // Bionic buffs
3562 mod_str_bonus( 20 );
3563 }
3564
3569
3570 // Trait / mutation buffs
3571 mod_str_bonus( std::floor( mutation_value( "str_modifier" ) ) );
3572 mod_dodge_bonus( std::floor( mutation_value( "dodge_modifier" ) ) );
3573
3575
3576 nv_cached = false;
3577
3578 // Reset our stats to normal levels
3579 // Any persistent buffs/debuffs will take place in effects,
3580 // player::suffer(), etc.
3581
3582 // repopulate the stat fields
3587
3588 // Floor for our stats. No stat changes should occur after this!
3589 if( dex_cur < 0 ) {
3590 dex_cur = 0;
3591 }
3592 if( str_cur < 0 ) {
3593 str_cur = 0;
3594 }
3595 if( per_cur < 0 ) {
3596 per_cur = 0;
3597 }
3598 if( int_cur < 0 ) {
3599 int_cur = 0;
3600 }
3601}
static const bionic_id bio_hydraulics("bio_hydraulics")
virtual int get_str_bonus() const
Definition: character.cpp:4093
virtual int get_int_bonus() const
Definition: character.cpp:4105
int get_mod_stat_from_bionic(const character_stat &Stat) const
Get stat bonus from bionic.
Definition: character.cpp:2167
virtual int get_per_bonus() const
Definition: character.cpp:4101
void apply_skill_boost()
Applies skill-based boosts to stats.
Definition: character.cpp:3482
virtual int get_dex_bonus() const
Definition: character.cpp:4097
virtual void mod_dodge_bonus(float ndodge)
Definition: creature.cpp:1758

References apply_skill_boost(), bio_hydraulics, dex_cur, dex_max, DEXTERITY, get_dex_bonus(), get_int_bonus(), get_mod_stat_from_bionic(), get_per_bonus(), get_str_bonus(), has_active_bionic(), int_cur, int_max, INTELLIGENCE, mod_dex_bonus(), Creature::mod_dodge_bonus(), mod_int_bonus(), mod_per_bonus(), mod_str_bonus(), mutation_value(), nv_cached, per_cur, per_max, PERCEPTION, str_cur, str_max, and STRENGTH.

Referenced by player::reset_stats().

◆ rest_quality()

float Character::rest_quality ( ) const

Returns >0 if character is sitting/lying and relatively inactive.

1 represents sleep on comfortable bed, so anything above that should be rare.

Definition at line 6550 of file character.cpp.

6551{
6552 // Just a placeholder for now.
6553 // TODO: Waiting/reading/being unconscious on bed/sofa/grass
6554 return has_effect( effect_sleep ) ? 1.0f : 0.0f;
6555}

References effect_sleep, and Creature::has_effect().

Referenced by mend(), and regen().

◆ restore_scent()

void Character::restore_scent ( )

restore scent after masked_scent effect run out or is removed by water

Definition at line 8757 of file character.cpp.

8758{
8759 const std::string prev_scent = get_value( "prev_scent" );
8760 if( !prev_scent.empty() ) {
8762 set_type_of_scent( scenttype_id( prev_scent ) );
8763 remove_value( "prev_scent" );
8764 remove_value( "waterproof_scent" );
8765 add_msg_if_player( m_info, _( "You smell like yourself again." ) );
8766 }
8767}
static const efftype_id effect_masked_scent("masked_scent")
void set_type_of_scent(const scenttype_id &id)
Definition: character.cpp:8747
string_id< scent_type > scenttype_id
Definition: type_id.h:35

References _, Creature::add_msg_if_player(), effect_masked_scent, Creature::get_value(), m_info, Creature::remove_effect(), Creature::remove_value(), and set_type_of_scent().

Referenced by drench(), and player::process_turn().

◆ resume_backlog_activity()

void Character::resume_backlog_activity ( )

Definition at line 9257 of file character.cpp.

9258{
9259 if( !backlog.empty() && backlog.front().auto_resume ) {
9260 activity = backlog.front();
9261 backlog.pop_front();
9262 }
9263}

References activity, and backlog.

Referenced by game::cancel_activity_query(), and player_activity::do_turn().

◆ roll_all_damage()

void Character::roll_all_damage ( bool  crit,
damage_instance di,
bool  average,
const item weap 
) const

Adds all 3 types of physical damage to instance.

Definition at line 351 of file melee.cpp.

353{
354 roll_bash_damage( crit, di, average, weap );
355 roll_cut_damage( crit, di, average, weap );
356 roll_stab_damage( crit, di, average, weap );
357}
void roll_stab_damage(bool crit, damage_instance &di, bool average, const item &weap) const
Adds player's total stab damage to the damage instance.
Definition: melee.cpp:1018
void roll_bash_damage(bool crit, damage_instance &di, bool average, const item &weap) const
Adds player's total bash damage to the damage instance.
Definition: melee.cpp:840
void roll_cut_damage(bool crit, damage_instance &di, bool average, const item &weap) const
Adds player's total cut damage to the damage instance.
Definition: melee.cpp:944

References roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

Referenced by item::effective_dps(), and melee_attack().

◆ roll_bash_damage()

void Character::roll_bash_damage ( bool  crit,
damage_instance di,
bool  average,
const item weap 
) const

Adds player's total bash damage to the damage instance.

Strength increases bashing damage Strength increases bashing damage Unarmed caps bash damage with unarmed weapons Bashing caps bash damage with bashing weapons Strength boosts low cap on bashing damage

Definition at line 840 of file melee.cpp.

842{
843 float bash_dam = 0.0f;
844
845 const bool unarmed = weap.is_unarmed_weapon();
846 int skill = get_skill_level( unarmed ? skill_unarmed : skill_bashing );
847 if( has_active_bionic( bio_cqb ) ) {
848 skill = BIO_CQB_LEVEL;
849 }
850
851 const int stat = get_str();
852 /** @EFFECT_STR increases bashing damage */
853 float stat_bonus = bonus_damage( !average );
854 stat_bonus += mabuff_damage_bonus( DT_BASH );
855
856 // Drunken Master damage bonuses
858 // Remember, a single drink gives 600 levels of "drunk"
859 int mindrunk = 0;
860 int maxdrunk = 0;
861 const time_duration drunk_dur = get_effect_dur( effect_drunk );
862 if( unarmed ) {
863 mindrunk = drunk_dur / 1_hours;
864 maxdrunk = drunk_dur / 25_minutes;
865 } else {
866 mindrunk = drunk_dur / 90_minutes;
867 maxdrunk = drunk_dur / 40_minutes;
868 }
869
870 bash_dam += average ? ( mindrunk + maxdrunk ) * 0.5f : rng( mindrunk, maxdrunk );
871 }
872
873 if( unarmed ) {
874 const bool left_empty = !natural_attack_restricted_on( bodypart_id( "hand_l" ) );
875 const bool right_empty = !natural_attack_restricted_on( bodypart_id( "hand_r" ) ) &&
876 weap.is_null();
877 if( left_empty || right_empty ) {
878 float per_hand = 0.0f;
879 for( const trait_id &mut : get_mutations() ) {
880 if( mut->flags.count( "NEED_ACTIVE_TO_MELEE" ) > 0 && !has_active_mutation( mut ) ) {
881 continue;
882 }
883 float unarmed_bonus = 0.0f;
884 const int bash_bonus = mut->bash_dmg_bonus;
885 if( mut->flags.count( "UNARMED_BONUS" ) > 0 && bash_bonus > 0 ) {
886 unarmed_bonus += std::min( get_skill_level( skill_unarmed ) / 2, 4 );
887 }
888 per_hand += bash_bonus + unarmed_bonus;
889 const std::pair<int, int> rand_bash = mut->rand_bash_bonus;
890 per_hand += average ? ( rand_bash.first + rand_bash.second ) / 2.0f : rng( rand_bash.first,
891 rand_bash.second );
892 }
893 bash_dam += per_hand; // First hand
894 if( left_empty && right_empty ) {
895 // Second hand
896 bash_dam += per_hand;
897 }
898 }
899
900 }
901
902 /** @EFFECT_STR increases bashing damage */
903 float weap_dam = weap.damage_melee( DT_BASH ) + stat_bonus;
904 /** @EFFECT_UNARMED caps bash damage with unarmed weapons */
905
906 /** @EFFECT_BASHING caps bash damage with bashing weapons */
907 float bash_cap = 2 * stat + 2 * skill;
908 float bash_mul = 1.0f;
909
910 // 80%, 88%, 96%, 104%, 112%, 116%, 120%, 124%, 128%, 132%
911 if( skill < 5 ) {
912 bash_mul = 0.8 + 0.08 * skill;
913 } else {
914 bash_mul = 0.96 + 0.04 * skill;
915 }
916
917 if( bash_cap < weap_dam && !weap.is_null() ) {
918 // If damage goes over cap due to low stats/skills,
919 // scale the post-armor damage down halfway between damage and cap
920 bash_mul *= ( 1.0f + ( bash_cap / weap_dam ) ) / 2.0f;
921 }
922
923 /** @EFFECT_STR boosts low cap on bashing damage */
924 const float low_cap = std::min( 1.0f, stat / 20.0f );
925 const float bash_min = low_cap * weap_dam;
926 weap_dam = average ? ( bash_min + weap_dam ) * 0.5f : rng_float( bash_min, weap_dam );
927
928 bash_dam += weap_dam;
929 bash_mul *= mabuff_damage_mult( DT_BASH );
930
931 float armor_mult = 1.0f;
932 int arpen = mabuff_arpen_bonus( DT_BASH );
933
934 // Finally, extra critical effects
935 if( crit ) {
936 bash_mul *= 1.5f;
937 // 50% armor penetration
938 armor_mult = 0.5f;
939 }
940
941 di.add_damage( DT_BASH, bash_dam, arpen, armor_mult, bash_mul );
942}
int mabuff_arpen_bonus(damage_type type) const
Returns the arpen bonus from martial arts buffs.
float bonus_damage(bool random) const
Returns the bonus bashing damage the player deals based on their stats.
Definition: melee.cpp:830
bool natural_attack_restricted_on(const bodypart_id &bp) const
Returns true if the character is wearing something on the entered body_part, ignoring items with the ...
Definition: character.cpp:1854
int mabuff_damage_bonus(damage_type type) const
Returns the flat damage bonus to given type from martial arts buffs, applied after the multiplier.
float mabuff_damage_mult(damage_type type) const
Returns the damage multiplier to given type from martial arts buffs.
static const efftype_id effect_drunk("drunk")
static const trait_id trait_DRUNKEN("DRUNKEN")
static const skill_id skill_bashing("bashing")

References damage_instance::add_damage(), bio_cqb, BIO_CQB_LEVEL, bonus_damage(), item::damage_melee(), DT_BASH, effect_drunk, Creature::get_effect_dur(), get_mutations(), get_skill_level(), get_str(), has_active_bionic(), has_active_mutation(), Creature::has_effect(), has_trait(), item::is_null(), item::is_unarmed_weapon(), mabuff_arpen_bonus(), mabuff_damage_bonus(), mabuff_damage_mult(), natural_attack_restricted_on(), rng(), rng_float(), skill_bashing, skill_unarmed, and trait_DRUNKEN.

Referenced by roll_all_damage().

◆ roll_cut_damage()

void Character::roll_cut_damage ( bool  crit,
damage_instance di,
bool  average,
const item weap 
) const

Adds player's total cut damage to the damage instance.

Cutting increases cutting damage multiplier

Definition at line 944 of file melee.cpp.

946{
947 float cut_dam = mabuff_damage_bonus( DT_CUT ) + weap.damage_melee( DT_CUT );
948 float cut_mul = 1.0f;
949
950 int cutting_skill = get_skill_level( skill_cutting );
951
952 if( has_active_bionic( bio_cqb ) ) {
953 cutting_skill = BIO_CQB_LEVEL;
954 }
955
956 if( weap.is_unarmed_weapon() ) {
957 // TODO: 1-handed weapons that aren't unarmed attacks
958 const bool left_empty = !natural_attack_restricted_on( bodypart_id( "hand_l" ) );
959 const bool right_empty = !natural_attack_restricted_on( bodypart_id( "hand_r" ) ) &&
960 weap.is_null();
961 if( left_empty || right_empty ) {
962 float per_hand = 0.0f;
963 if( has_bionic( bionic_id( "bio_razors" ) ) ) {
964 per_hand += 2;
965 }
966
967 for( const trait_id &mut : get_mutations() ) {
968 if( mut->flags.count( "NEED_ACTIVE_TO_MELEE" ) > 0 && !has_active_mutation( mut ) ) {
969 continue;
970 }
971 float unarmed_bonus = 0.0f;
972 const int cut_bonus = mut->cut_dmg_bonus;
973 if( mut->flags.count( "UNARMED_BONUS" ) > 0 && cut_bonus > 0 ) {
974 unarmed_bonus += std::min( get_skill_level( skill_unarmed ) / 2, 4 );
975 }
976 per_hand += cut_bonus + unarmed_bonus;
977 const std::pair<int, int> rand_cut = mut->rand_cut_bonus;
978 per_hand += average ? ( rand_cut.first + rand_cut.second ) / 2.0f : rng( rand_cut.first,
979 rand_cut.second );
980 }
981 // TODO: add acidproof check back to slime hands (probably move it elsewhere)
982
983 cut_dam += per_hand; // First hand
984 if( left_empty && right_empty ) {
985 // Second hand
986 cut_dam += per_hand;
987 }
988 }
989 }
990
991 if( cut_dam <= 0.0f ) {
992 return; // No negative damage!
993 }
994
995 int arpen = 0;
996 float armor_mult = 1.0f;
997
998 // 80%, 88%, 96%, 104%, 112%, 116%, 120%, 124%, 128%, 132%
999 /** @EFFECT_CUTTING increases cutting damage multiplier */
1000 if( cutting_skill < 5 ) {
1001 cut_mul *= 0.8 + 0.08 * cutting_skill;
1002 } else {
1003 cut_mul *= 0.96 + 0.04 * cutting_skill;
1004 }
1005
1006 arpen += mabuff_arpen_bonus( DT_CUT );
1007
1008 cut_mul *= mabuff_damage_mult( DT_CUT );
1009 if( crit ) {
1010 cut_mul *= 1.25f;
1011 arpen += 5;
1012 armor_mult = 0.75f; //25% armor penetration
1013 }
1014
1015 di.add_damage( DT_CUT, cut_dam, arpen, armor_mult, cut_mul );
1016}
static const skill_id skill_cutting("cutting")

References damage_instance::add_damage(), bio_cqb, BIO_CQB_LEVEL, bionic_id, item::damage_melee(), DT_CUT, get_mutations(), get_skill_level(), has_active_bionic(), has_active_mutation(), has_bionic(), item::is_null(), item::is_unarmed_weapon(), mabuff_arpen_bonus(), mabuff_damage_bonus(), mabuff_damage_mult(), natural_attack_restricted_on(), rng(), skill_cutting, and skill_unarmed.

Referenced by roll_all_damage().

◆ roll_stab_damage()

void Character::roll_stab_damage ( bool  crit,
damage_instance di,
bool  average,
const item weap 
) const

Adds player's total stab damage to the damage instance.

Stabbing increases stabbing damage multiplier

Definition at line 1018 of file melee.cpp.

1020{
1021 float stab_dam = mabuff_damage_bonus( DT_STAB ) + weap.damage_melee( DT_STAB );
1022
1023 int unarmed_skill = get_skill_level( skill_unarmed );
1024 int stabbing_skill = get_skill_level( skill_stabbing );
1025
1026 if( has_active_bionic( bio_cqb ) ) {
1027 stabbing_skill = BIO_CQB_LEVEL;
1028 }
1029
1030 if( weap.is_unarmed_weapon() ) {
1031 const bool left_empty = !natural_attack_restricted_on( bodypart_id( "hand_l" ) );
1032 const bool right_empty = !natural_attack_restricted_on( bodypart_id( "hand_r" ) ) &&
1033 weap.is_null();
1034 if( left_empty || right_empty ) {
1035 float per_hand = 0.0f;
1036
1037 for( const trait_id &mut : get_mutations() ) {
1038 int stab_bonus = mut->pierce_dmg_bonus;
1039 int unarmed_bonus = 0;
1040 if( mut->flags.count( "UNARMED_BONUS" ) > 0 && stab_bonus > 0 ) {
1041 unarmed_bonus = std::min( unarmed_skill / 2, 4 );
1042 }
1043
1044 per_hand += stab_bonus + unarmed_bonus;
1045 }
1046
1047 if( has_bionic( bionic_id( "bio_razors" ) ) ) {
1048 per_hand += 2;
1049 }
1050
1051 stab_dam += per_hand; // First hand
1052 if( left_empty && right_empty ) {
1053 // Second hand
1054 stab_dam += per_hand;
1055 }
1056 }
1057 }
1058
1059 if( stab_dam <= 0 ) {
1060 return; // No negative stabbing!
1061 }
1062
1063 float stab_mul = 1.0f;
1064 // 66%, 76%, 86%, 96%, 106%, 116%, 122%, 128%, 134%, 140%
1065 /** @EFFECT_STABBING increases stabbing damage multiplier */
1066 if( stabbing_skill <= 5 ) {
1067 stab_mul = 0.66 + 0.1 * stabbing_skill;
1068 } else {
1069 stab_mul = 0.86 + 0.06 * stabbing_skill;
1070 }
1071 int arpen = mabuff_arpen_bonus( DT_STAB );
1072 stab_mul *= mabuff_damage_mult( DT_STAB );
1073 float armor_mult = 1.0f;
1074
1075 if( crit ) {
1076 // Critical damage bonus for stabbing scales with skill
1077 stab_mul *= 1.0 + ( stabbing_skill / 10.0 );
1078 // Stab criticals have extra %arpen
1079 armor_mult = 0.66f;
1080 }
1081
1082 di.add_damage( DT_STAB, stab_dam, arpen, armor_mult, stab_mul );
1083}
static const skill_id skill_stabbing("stabbing")

References damage_instance::add_damage(), bio_cqb, BIO_CQB_LEVEL, bionic_id, item::damage_melee(), DT_STAB, get_mutations(), get_skill_level(), has_active_bionic(), has_bionic(), item::is_null(), item::is_unarmed_weapon(), mabuff_arpen_bonus(), mabuff_damage_bonus(), mabuff_damage_mult(), natural_attack_restricted_on(), skill_stabbing, and skill_unarmed.

Referenced by roll_all_damage().

◆ rooted()

void Character::rooted ( )

Definition at line 8835 of file character.cpp.

8837{
8838 double shoe_factor = footwear_factor();
8839 if( ( has_trait( trait_ROOTS2 ) || has_trait( trait_ROOTS3 ) ) &&
8840 get_map().has_flag( flag_PLOWABLE, pos() ) && shoe_factor != 1.0 ) {
8841 if( one_in( 96 ) ) {
8842 vitamin_mod( vitamin_id( "iron" ), 1, true );
8843 vitamin_mod( vitamin_id( "calcium" ), 1, true );
8844 }
8845 if( get_thirst() <= thirst_levels::turgid && x_in_y( 75, 425 ) ) {
8846 mod_thirst( -1 );
8847 }
8848 mod_healthy_mod( 5, 50 );
8849 }
8850}
static const std::string flag_PLOWABLE("PLOWABLE")
int vitamin_mod(const vitamin_id &vit, int qty, bool capped=true)
Add or subtract vitamins from character storage pools.
string_id< vitamin > vitamin_id
Definition: type_id.h:177

References flag_PLOWABLE(), footwear_factor(), get_map(), get_thirst(), Creature::has_flag(), has_trait(), mod_healthy_mod(), mod_thirst(), one_in(), pos(), trait_ROOTS2, trait_ROOTS3, turgid, vitamin_mod(), and x_in_y().

Referenced by player_activity::do_turn().

◆ rooted_message()

void Character::rooted_message ( ) const

Handles rooting effects.

Definition at line 8825 of file character.cpp.

8826{
8827 bool wearing_shoes = is_wearing_shoes( side::LEFT ) || is_wearing_shoes( side::RIGHT );
8828 if( ( has_trait( trait_ROOTS2 ) || has_trait( trait_ROOTS3 ) ) &&
8830 !wearing_shoes ) {
8831 add_msg( m_info, _( "You sink your roots into the soil." ) );
8832 }
8833}

References _, add_msg(), flag_PLOWABLE(), get_map(), Creature::has_flag(), has_trait(), is_wearing_shoes(), LEFT, m_info, pos(), RIGHT, trait_ROOTS2, and trait_ROOTS3.

Referenced by player_activity::start_or_resume().

◆ run_cost()

int Character::run_cost ( int  base_cost,
bool  diag = false 
) const

Returns the player's modified base movement cost.

Definition at line 10008 of file character.cpp.

10009{
10010 float movecost = static_cast<float>( base_cost );
10011 if( diag ) {
10012 movecost *= 0.7071f; // because everything here assumes 100 is base
10013 }
10014 const bool flatground = movecost < 105;
10015 map &here = get_map();
10016 // The "FLAT" tag includes soft surfaces, so not a good fit.
10017 const bool on_road = flatground && here.has_flag( "ROAD", pos() );
10018 const bool on_fungus = here.has_flag_ter_or_furn( "FUNGUS", pos() );
10019
10020 if( !is_mounted() ) {
10021 if( movecost > 100 ) {
10022 movecost *= mutation_value( "movecost_obstacle_modifier" );
10023 if( movecost < 100 ) {
10024 movecost = 100;
10025 }
10026 }
10027 if( has_trait( trait_M_IMMUNE ) && on_fungus ) {
10028 if( movecost > 75 ) {
10029 // Mycal characters are faster on their home territory, even through things like shrubs
10030 movecost = 75;
10031 }
10032 }
10033
10034 // Linearly increase move cost relative to individual leg hp.
10035 movecost += 50 * ( 1 - static_cast<float>( get_part_hp_cur( bodypart_id( "leg_l" ) ) ) /
10036 static_cast<float>( get_part_hp_max( bodypart_id( "leg_l" ) ) ) );
10037 movecost += 50 * ( 1 - static_cast<float>( get_part_hp_cur( bodypart_id( "leg_r" ) ) ) /
10038 static_cast<float>( get_part_hp_max( bodypart_id( "leg_r" ) ) ) );
10039 movecost *= mutation_value( "movecost_modifier" );
10040 if( flatground ) {
10041 movecost *= mutation_value( "movecost_flatground_modifier" );
10042 }
10044 movecost *= .9f;
10045 }
10047 if( move_mode == CMM_RUN ) {
10048 movecost *= 0.85f;
10049 } else {
10050 movecost *= 0.95f;
10051 }
10052 } else if( has_bionic( bio_jointservo ) ) {
10053 movecost *= 1.1f;
10054 }
10055
10056 if( worn_with_flag( "SLOWS_MOVEMENT" ) ) {
10057 movecost *= 1.1f;
10058 }
10059 if( worn_with_flag( "FIN" ) ) {
10060 movecost *= 1.5f;
10061 }
10062 if( worn_with_flag( "ROLLER_INLINE" ) ) {
10063 if( on_road ) {
10064 movecost *= 0.5f;
10065 } else {
10066 movecost *= 1.5f;
10067 }
10068 }
10069 // Quad skates might be more stable than inlines,
10070 // but that also translates into a slower speed when on good surfaces.
10071 if( worn_with_flag( "ROLLER_QUAD" ) ) {
10072 if( on_road ) {
10073 movecost *= 0.7f;
10074 } else {
10075 movecost *= 1.3f;
10076 }
10077 }
10078 // Skates with only one wheel (roller shoes) are fairly less stable
10079 // and fairly slower as well
10080 if( worn_with_flag( "ROLLER_ONE" ) ) {
10081 if( on_road ) {
10082 movecost *= 0.85f;
10083 } else {
10084 movecost *= 1.1f;
10085 }
10086 }
10087
10088 movecost +=
10089 ( ( encumb( bp_foot_l ) + encumb( bp_foot_r ) ) * 2.5 +
10090 ( encumb( bp_leg_l ) + encumb( bp_leg_r ) ) * 1.5 ) / 10;
10091
10092 // ROOTS3 does slow you down as your roots are probing around for nutrients,
10093 // whether you want them to or not. ROOTS1 is just too squiggly without shoes
10094 // to give you some stability. Plants are a bit of a slow-mover. Deal.
10095 if( has_trait( trait_ROOTS3 ) && here.has_flag( "DIGGABLE", pos() ) ) {
10096 movecost += 10 * footwear_factor();
10097 }
10098
10100 movecost /= stamina_move_cost_modifier();
10101
10102 if( movecost < 20.0 ) {
10103 movecost = 20.0;
10104 }
10105 }
10106
10107 if( diag ) {
10108 movecost *= M_SQRT2;
10109 }
10110
10111 return static_cast<int>( movecost );
10112}
static const trait_id trait_M_IMMUNE("M_IMMUNE")
static const trait_id trait_PADDED_FEET("PADDED_FEET")
static const bionic_id bio_jointservo("bio_jointservo")
#define M_SQRT2
Definition: math_defines.h:29

References bio_jointservo, bonus_from_enchantments(), bp_foot_l, bp_foot_r, bp_leg_l, bp_leg_r, CMM_RUN, encumb(), footwear_factor(), get_map(), Creature::get_part_hp_cur(), Creature::get_part_hp_max(), has_active_bionic(), has_bionic(), map::has_flag(), map::has_flag_ter_or_furn(), has_trait(), is_mounted(), M_SQRT2, enchant_vals::MOVE_COST, move_mode, mutation_value(), pos(), stamina_move_cost_modifier(), trait_M_IMMUNE, trait_PADDED_FEET, trait_ROOTS3, and worn_with_flag().

Referenced by draw_speed_tab(), npc::move_to(), speed_description(), speed_rating(), npc::speed_rating(), and game::walk_move().

◆ rust_rate()

int Character::rust_rate ( ) const

Returns the player's skill rust rate.

Intelligence reduces skill rust by 10% per level above 8

Definition at line 3381 of file character.cpp.

3382{
3383 const std::string &rate_option = get_option<std::string>( "SKILL_RUST" );
3384 if( rate_option == "off" ) {
3385 return 0;
3386 }
3387
3388 // Stat window shows stat effects on based on current stat
3389 int intel = get_int();
3390 /** @EFFECT_INT reduces skill rust by 10% per level above 8 */
3391 int ret = ( ( rate_option == "vanilla" || rate_option == "capped" ) ?
3392 100 : 100 + 10 * ( intel - 8 ) );
3393
3394 ret *= mutation_value( "skill_rust_multiplier" );
3395
3396 if( ret < 0 ) {
3397 ret = 0;
3398 }
3399
3400 return ret;
3401}

References get_int(), mutation_value(), and cata::hash64_detail::ret.

Referenced by do_skill_rust(), draw_stats_info(), and set_stats().

◆ scored_crit()

bool Character::scored_crit ( float  target_dodge,
const item weap 
) const

Returns true if the player scores a critical hit.

Definition at line 699 of file melee.cpp.

700{
701 return rng_float( 0, 1.0 ) < crit_chance( hit_roll(), target_dodge, weap );
702}
double crit_chance(float roll_hit, float target_dodge, const item &weap) const
Returns the chance to critical given a hit roll and target's dodge roll.
Definition: melee.cpp:712

References crit_chance(), hit_roll(), and rng_float().

Referenced by melee_attack().

◆ sees() [1/2]

bool Character::sees ( const Creature critter) const
overridevirtual

The functions check whether this creature can see the target.

The target may either be another creature (critter), or a specific point on the map.

The function that take another creature as input should check visibility of that creature (e.g. not digging, or otherwise invisible). They must than check whether the location of the other monster is visible.

Reimplemented from Creature.

Definition at line 10421 of file character.cpp.

10422{
10423 // This handles only the player/npc specific stuff (monsters don't have traits or bionics).
10424 const int dist = rl_dist( pos(), critter.pos() );
10425 if( dist <= 3 && has_active_mutation( trait_ANTENNAE ) ) {
10426 return true;
10427 }
10428
10429 return Creature::sees( critter );
10430}
virtual bool sees(const Creature &critter) const
The functions check whether this creature can see the target.
Definition: creature.cpp:202

References has_active_mutation(), Creature::pos(), pos(), rl_dist(), Creature::sees(), and trait_ANTENNAE.

◆ sees() [2/2]

bool Character::sees ( const tripoint t,
bool  is_player = false,
int  range_mod = 0 
) const
overridevirtual

Reimplemented from Creature.

Definition at line 10404 of file character.cpp.

10405{
10406 const int wanted_range = rl_dist( pos(), t );
10407 bool can_see = is_player() ? get_map().pl_sees( t, wanted_range ) :
10408 Creature::sees( t );
10409 // Clairvoyance is now pretty cheap, so we can check it early
10410 if( wanted_range < MAX_CLAIRVOYANCE && wanted_range < clairvoyance() ) {
10411 return true;
10412 }
10413
10414 if( can_see && wanted_range > unimpaired_range() ) {
10415 can_see = false;
10416 }
10417
10418 return can_see;
10419}
int unimpaired_range() const
Returns the player maximum vision range factoring in mutations, diseases, and other effects.
Definition: character.cpp:738
int clairvoyance() const
Returns the distance the player can see through walls.
Definition: character.cpp:797
bool pl_sees(const tripoint &t, int max_range) const
Whether the player character (g->u) can see the given square (local map coordinates).
Definition: lightmap.cpp:746

References clairvoyance(), get_map(), Creature::is_player(), MAX_CLAIRVOYANCE, map::pl_sees(), pos(), rl_dist(), Creature::sees(), and unimpaired_range().

Referenced by npc::address_needs(), npc::address_player(), grid_furn_transform_queue::apply(), npc::assess_danger(), bionics_uninstall_failure(), calculate_aim_cap(), game::catch_a_monster(), game::chat(), check_mount_is_spooked(), check_mount_will_move(), npc::check_or_use_weapon_cbm(), npc::complain(), npc::do_reload(), draw_critter_internal(), game::draw_line(), game::draw_look_around_cursor(), draw_throw_aim(), npc::drop_items(), explosion_handler::emp_blast(), npc::enough_time_to_reload(), npc::execute_action(), game::extended_description(), npc::find_corpse_to_pulp(), npc::find_item(), game::find_nearby_items(), heal_actor::finish_using(), game::fling_creature(), npc::follow_distance(), game::forced_door_closing(), fungal_effects::fungalize(), generic_multi_activity_check_requirement(), get_hostile_creatures(), get_path_avoid(), game::get_player_input(), get_visible_creatures(), game::handle_action(), npc::handle_sound(), vehicle::handle_trap(), npc::heal_player(), npc::heal_self(), talk_function::hostile(), is_visible_in_range(), mdeath::jabberwock(), game::knockback(), target_ui::list_friendlies_in_lof(), game::list_items(), game::look_around(), npc::method_of_attack(), npc::move(), npc::mug_player(), iuse::note_bionics(), target_ui::panel_target_info(), npc::pick_up_item(), pl_sees(), npc::pretend_heal(), game::print_creature_info(), npc::print_info(), sounds::process_sound_markers(), npc::reach_omt_destination(), npc::regen_ai_cache(), iuse::robotcontrol(), player::search_surroundings(), npc::see_item_say_smth(), activity_handlers::spellcasting_finish(), fungal_effects::spread_fungus_one_tile(), suffer_from_schizophrenia(), game::try_get_right_click_action(), game::update_stair_monsters(), editmap::update_view_with_help(), countdown_actor::use(), and npc::use_painkiller().

◆ sees_with_infrared()

bool Character::sees_with_infrared ( const Creature critter) const

Check whether the this player can see the other creature with infrared.

This implies this player can see infrared and the target is visible with infrared (is warm). And of course a line of sight exists.

Definition at line 10193 of file character.cpp.

10194{
10195 if( !vision_mode_cache[IR_VISION] || !critter.is_warm() ) {
10196 return false;
10197 }
10198
10199 map &here = get_map();
10200 if( is_player() || critter.is_player() ) {
10201 // Players should not use map::sees
10202 // Likewise, players should not be "looked at" with map::sees, not to break symmetry
10203 return here.pl_line_of_sight( critter.pos(),
10205 }
10206
10207 return here.sees( pos(), critter.pos(), sight_range( current_daylight_level( calendar::turn ) ) );
10208}
double current_daylight_level(const time_point &p)
Returns the current seasonally-adjusted maximum daylight level.
Definition: calendar.cpp:171
bool sees(const tripoint &F, const tripoint &T, int range) const
Returns whether F sees T with a view range of range.
Definition: map.cpp:6100
bool pl_line_of_sight(const tripoint &t, int max_range) const
Uses the map cache to tell if the player could see the given square.
Definition: lightmap.cpp:764

References current_daylight_level(), get_map(), IR_VISION, Creature::is_player(), Creature::is_warm(), map::pl_line_of_sight(), Creature::pos(), pos(), map::sees(), sight_range(), calendar::turn, and vision_mode_cache.

Referenced by calculate_aim_cap(), draw_critter_internal(), target_ui::panel_target_info(), pl_sees(), and game::print_all_tile_info().

◆ sees_with_specials()

bool Character::sees_with_specials ( const Creature critter) const

Definition at line 6419 of file character.cpp.

6420{
6421 // electroreceptors grants vision of robots and electric monsters through walls
6423 ( critter.in_species( ROBOT ) || critter.has_flag( MF_ELECTRIC ) ) ) {
6424 return true;
6425 }
6426
6427 if( critter.digging() && has_active_bionic( bio_ground_sonar ) ) {
6428 // Bypass the check below, the bionic sonar also bypasses the sees(point) check because
6429 // walls don't block sonar which is transmitted in the ground, not the air.
6430 // TODO: this might need checks whether the player is in the air, or otherwise not connected
6431 // to the ground. It also might need a range check.
6432 return true;
6433 }
6434
6435 return false;
6436}
static const trait_id trait_ELECTRORECEPTORS("ELECTRORECEPTORS")
static const species_id ROBOT("ROBOT")
static const bionic_id bio_ground_sonar("bio_ground_sonar")
virtual bool digging() const
Definition: creature.cpp:179
@ MF_ELECTRIC
Definition: mtype.h:95

References bio_ground_sonar, Creature::digging(), has_active_bionic(), Creature::has_flag(), has_trait(), Creature::in_species(), MF_ELECTRIC, ROBOT, and trait_ELECTRORECEPTORS.

Referenced by draw_critter_internal(), target_ui::panel_target_info(), pl_sees(), and game::print_all_tile_info().

◆ set_base_age()

void Character::set_base_age ( int  age)

Definition at line 6884 of file character.cpp.

6885{
6886 init_age = age;
6887}

References age(), and init_age.

Referenced by debug_menu::character_edit_menu(), and set_description().

◆ set_base_height()

void Character::set_base_height ( int  height)

Definition at line 6913 of file character.cpp.

6914{
6916}

References height(), and init_height.

Referenced by debug_menu::character_edit_menu(), and set_description().

◆ set_check_encumbrance()

void Character::set_check_encumbrance ( bool  new_check)
inline

Definition at line 2005 of file character.h.

2005 {
2006 check_encumbrance = new_check;
2007 }

References check_encumbrance.

◆ set_destination()

void Character::set_destination ( const std::vector< tripoint > &  route,
const player_activity new_destination_activity = player_activity() 
)

◆ set_destination_activity()

void Character::set_destination_activity ( const player_activity new_destination_activity)

Definition at line 1013 of file character.cpp.

1014{
1015 destination_activity = new_destination_activity;
1016}

References destination_activity.

Referenced by set_destination().

◆ set_dex_bonus()

void Character::set_dex_bonus ( int  ndex)
virtual

Definition at line 4154 of file character.cpp.

4155{
4156 dex_bonus = ndex;
4157 dex_cur = std::max( 0, dex_max + dex_bonus );
4158}

References dex_bonus, dex_cur, and dex_max.

◆ set_fac_id()

void Character::set_fac_id ( const std::string &  my_fac_id)

Definition at line 7872 of file character.cpp.

7873{
7874 fac_id = faction_id( my_fac_id );
7875}
faction_id fac_id
Definition: character.h:2185
string_id< faction > faction_id
Definition: clzones.h:30

References fac_id.

Referenced by npc_template::load().

◆ set_fatigue()

void Character::set_fatigue ( int  nfatigue)
virtual

Definition at line 4435 of file character.cpp.

4436{
4437 nfatigue = std::max( nfatigue, 0 );
4438 if( fatigue != nfatigue ) {
4439 fatigue = nfatigue;
4440 on_stat_change( "fatigue", fatigue );
4441 }
4442}

References fatigue, and on_stat_change().

Referenced by npc::address_needs(), debug_menu::character_edit_menu(), check_needs_extremes(), player::environmental_revert_effect(), basecamp::finish_return(), player::hardcoded_effects(), mod_fatigue(), and update_needs().

◆ set_healthy()

void Character::set_healthy ( int  nhealthy)
virtual

Setters for health values exclusive to characters.

Definition at line 4237 of file character.cpp.

4238{
4239 healthy = nhealthy;
4240}

References healthy.

Referenced by debug_menu::character_edit_menu(), and player::environmental_revert_effect().

◆ set_healthy_mod()

void Character::set_healthy_mod ( int  nhealthy_mod)
virtual

Definition at line 4249 of file character.cpp.

4250{
4251 healthy_mod = nhealthy_mod;
4252}

References healthy_mod.

Referenced by debug_menu::character_edit_menu(), player::environmental_revert_effect(), suffer_from_radiation(), update_health(), and vomit().

◆ set_highest_cat_level()

void Character::set_highest_cat_level ( )

Recalculates mutation_category_level[] values for the player.

Definition at line 7916 of file character.cpp.

7917{
7919
7920 // For each of our mutations...
7921 for( const trait_id &mut : get_mutations() ) {
7922 // ...build up a map of all prerequisite/replacement mutations along the tree, along with their distance from the current mutation
7923 std::unordered_map<trait_id, int> dependency_map;
7924 build_mut_dependency_map( mut, dependency_map, 0 );
7925
7926 // Then use the map to set the category levels
7927 for( const std::pair<const trait_id, int> &i : dependency_map ) {
7928 const mutation_branch &mdata = i.first.obj();
7929 if( !mdata.flags.count( "NON_THRESH" ) ) {
7930 for( const std::string &cat : mdata.category ) {
7931 // Decay category strength based on how far it is from the current mutation
7932 mutation_category_level[cat] += 8 / static_cast<int>( std::pow( 2, i.second ) );
7933 }
7934 }
7935 }
7936 }
7937}

References build_mut_dependency_map(), mutation_branch::category, mutation_branch::flags, get_mutations(), and mutation_category_level.

Referenced by avatar::load(), mutate_towards(), remove_mutation(), and game::start_game().

◆ set_int_bonus()

void Character::set_int_bonus ( int  nint)
virtual

Definition at line 4164 of file character.cpp.

4165{
4166 int_bonus = nint;
4167 int_cur = std::max( 0, int_max + int_bonus );
4168}

References int_bonus, int_cur, and int_max.

◆ set_max_power_level()

void Character::set_max_power_level ( const units::energy npower_max)

Definition at line 1980 of file character.cpp.

1981{
1982 max_power_level = npower_max;
1983}

References max_power_level.

Referenced by bionics_install_failure(), and player::player().

◆ set_movement_mode()

virtual void Character::set_movement_mode ( character_movemode  mode)
pure virtual

Implemented in avatar, and npc.

Referenced by dismount().

◆ set_mutation()

◆ set_painkiller()

void Character::set_painkiller ( int  npkill)

Sets intensity of painkillers

Definition at line 9781 of file character.cpp.

9782{
9783 npkill = std::max( npkill, 0 );
9784 if( pkill != npkill ) {
9785 const int prev_pain = get_perceived_pain();
9786 pkill = npkill;
9787 on_stat_change( "pkill", pkill );
9788 const int cur_pain = get_perceived_pain();
9789
9790 if( cur_pain != prev_pain ) {
9791 react_to_felt_pain( cur_pain - prev_pain );
9792 on_stat_change( "perceived_pain", cur_pain );
9793 }
9794 }
9795}
void react_to_felt_pain(int intensity)
Definition: character.cpp:848

References Creature::get_perceived_pain(), on_stat_change(), pkill, and react_to_felt_pain().

Referenced by activate_bionic(), player::environmental_revert_effect(), mod_painkiller(), iuse::smoking(), and iuse::weed_cake().

◆ set_per_bonus()

void Character::set_per_bonus ( int  nper)
virtual

Definition at line 4159 of file character.cpp.

4160{
4161 per_bonus = nper;
4162 per_cur = std::max( 0, per_max + per_bonus );
4163}

References per_bonus, per_cur, and per_max.

◆ set_power_level()

void Character::set_power_level ( const units::energy npower)

Definition at line 1975 of file character.cpp.

1976{
1977 power_level = std::min( npower, max_power_level );
1978}

References max_power_level, and power_level.

Referenced by activate_bionic(), avatar::create(), mod_power_level(), and player::player().

◆ set_rad()

void Character::set_rad ( int  new_rad)

◆ set_skill_level()

void Character::set_skill_level ( const skill_id ident,
int  level 
)

◆ set_sleep_deprivation()

void Character::set_sleep_deprivation ( int  nsleep_deprivation)
virtual

Definition at line 4444 of file character.cpp.

4445{
4446 sleep_deprivation = std::min( static_cast< int >( sleep_deprivation_levels::massive ), std::max( 0,
4447 nsleep_deprivation ) );
4448}

References massive, and sleep_deprivation.

Referenced by debug_menu::character_edit_menu(), player::environmental_revert_effect(), basecamp::finish_return(), mod_sleep_deprivation(), and update_needs().

◆ set_stamina()

◆ set_stashed_activity()

void Character::set_stashed_activity ( const player_activity act,
const player_activity act_back = player_activity() 
)

Definition at line 973 of file character.cpp.

974{
976 stashed_outbounds_backlog = act_back;
977}

References act, stashed_outbounds_activity, and stashed_outbounds_backlog.

◆ set_stim()

void Character::set_stim ( int  new_stim)

Definition at line 7159 of file character.cpp.

7160{
7161 stim = new_stim;
7162}

References stim.

Referenced by activate_bionic(), player::environmental_revert_effect(), modify_stimulation(), and update_needs().

◆ set_stored_kcal()

void Character::set_stored_kcal ( int  kcal)
virtual

Setters for need values exclusive to characters.

Definition at line 4305 of file character.cpp.

4306{
4307 if( stored_calories != kcal ) {
4308 stored_calories = std::min( kcal, max_stored_kcal() );
4309 }
4310}

References max_stored_kcal(), and stored_calories.

Referenced by debug_menu::character_edit_menu(), npc::consume_food(), avatar::create(), player::environmental_revert_effect(), marloss_common(), mod_stored_kcal(), and update_stomach().

◆ set_str_bonus()

void Character::set_str_bonus ( int  nstr)
virtual

Setters for stats exclusive to characters.

Definition at line 4149 of file character.cpp.

4150{
4151 str_bonus = nstr;
4152 str_cur = std::max( 0, str_max + str_bonus );
4153}

References str_bonus, str_cur, and str_max.

◆ set_thirst()

void Character::set_thirst ( int  nthirst)
virtual

Definition at line 4417 of file character.cpp.

4418{
4419 if( thirst != nthirst ) {
4420 thirst = nthirst;
4421 on_stat_change( "thirst", thirst );
4422 }
4423}

References on_stat_change(), and thirst.

Referenced by debug_menu::character_edit_menu(), npc::consume_food(), npc::consume_food_from_camp(), player::environmental_revert_effect(), basecamp::finish_return(), mod_thirst(), update_stomach(), and vomit().

◆ set_time_died()

void Character::set_time_died ( const time_point time)
inline

set the turn the turn the character died if not already done

Definition at line 1470 of file character.h.

1470 {
1472 time_died = time;
1473 }
1474 }

References calendar::before_time_starts, and time_died.

Referenced by die().

◆ set_type_of_scent()

void Character::set_type_of_scent ( const scenttype_id id)

Definition at line 8747 of file character.cpp.

8748{
8749 type_of_scent = id;
8750}

References id, and type_of_scent.

Referenced by restore_scent(), update_type_of_scent(), and change_scent_iuse::use().

◆ setID()

void Character::setID ( character_id  i,
bool  force = false 
)

Definition at line 461 of file character.cpp.

462{
463 if( id.is_valid() && !force ) {
464 debugmsg( "tried to set id of a npc/player, but has already a id: %d", id.get_value() );
465 } else if( !i.is_valid() && !force ) {
466 debugmsg( "tried to set invalid id of a npc/player: %d", i.get_value() );
467 } else {
468 id = i;
469 }
470}
bool is_valid() const
Definition: character_id.h:19
int get_value() const
Definition: character_id.h:23

References debugmsg, character_id::get_value(), Creature::get_value(), and character_id::is_valid().

Referenced by player::load(), game::load(), npc::randomize(), and game::start_game().

◆ setpos()

◆ setx()

void Character::setx ( int  x)
inline

◆ sety()

void Character::sety ( int  y)
inline

◆ setz()

void Character::setz ( int  z)
inline

Definition at line 853 of file character.h.

853 {
854 setpos( tripoint( position.xy(), z ) );
855 }

References position, setpos(), and tripoint::xy().

Referenced by start_location::place_player(), and game::vertical_shift().

◆ shift_destination()

void Character::shift_destination ( const point shift)

Definition at line 10330 of file character.cpp.

10331{
10333 *next_expected_position += shift;
10334 }
10335
10336 for( auto &elem : auto_move_route ) {
10337 elem += shift;
10338 }
10339}

References auto_move_route, and next_expected_position.

Referenced by game::update_map().

◆ shoe_type_count()

int Character::shoe_type_count ( const itype_id it) const

Returns 1 if the player is wearing an item of that count on one foot, 2 if on both, and zero if on neither.

Definition at line 8940 of file character.cpp.

8941{
8942 int ret = 0;
8943 if( is_wearing_on_bp( it, bodypart_id( "foot_l" ) ) ) {
8944 ret++;
8945 }
8946 if( is_wearing_on_bp( it, bodypart_id( "foot_r" ) ) ) {
8947 ret++;
8948 }
8949 return ret;
8950}
bool is_wearing_on_bp(const itype_id &it, const bodypart_id &bp) const
Returns true if the player is wearing the item on the given body part.
Definition: character.cpp:3241

References is_wearing_on_bp(), and cata::hash64_detail::ret.

Referenced by avatar_action::swim(), and game::vertical_move().

◆ short_description()

std::string Character::short_description ( ) const

Definition at line 10319 of file character.cpp.

10320{
10321 return join( short_description_parts(), "; " );
10322}
std::vector< std::string > short_description_parts() const
arg_join< It, Sentinel, char > join(It begin, Sentinel end, string_view sep)
Returns an object that formats the iterator range [begin, end) with elements separated by sep.

References join(), and short_description_parts().

◆ short_description_parts()

std::vector< std::string > Character::short_description_parts ( ) const

Definition at line 10295 of file character.cpp.

10296{
10297 std::vector<std::string> result;
10298
10299 std::string gender = male ? _( "male" ) : _( "female" );
10300 result.push_back( name + ", " + gender );
10301 if( is_armed() ) {
10302 result.push_back( _( "Wielding: " ) + weapon.tname() );
10303 }
10304 const std::string worn_str = enumerate_as_string( worn.begin(), worn.end(),
10305 []( const item & it ) {
10306 return it.tname();
10307 } );
10308 if( !worn_str.empty() ) {
10309 result.push_back( _( "Wearing: " ) + worn_str );
10310 }
10311 const int visibility_cap = 0; // no cap
10312 const auto trait_str = visible_mutations( visibility_cap );
10313 if( !trait_str.empty() ) {
10314 result.push_back( _( "Traits: " ) + trait_str );
10315 }
10316 return result;
10317}
std::string visible_mutations(int visibility_cap) const
Returns an enumeration of visible mutations with colors.
Definition: mutation.cpp:1753

References _, enumerate_as_string(), is_armed(), male, name, item::tname(), visible_mutations(), weapon, and worn.

Referenced by short_description().

◆ shout()

void Character::shout ( std::string  msg = "",
bool  order = false 
)

Definition at line 7722 of file character.cpp.

7723{
7724 int base = 10;
7725 std::string shout;
7726
7727 // You can't shout without your face
7728 if( has_trait( trait_PROF_FOODP ) && !( is_wearing( itype_id( "foodperson_mask" ) ) ||
7729 is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
7730 add_msg_if_player( m_warning, _( "You try to shout but you have no face!" ) );
7731 return;
7732 }
7733
7734 // Mutations make shouting louder, they also define the default message
7735 if( has_trait( trait_SHOUT3 ) ) {
7736 base = 20;
7737 if( msg.empty() ) {
7738 msg = is_player() ? _( "yourself let out a piercing howl!" ) : _( "a piercing howl!" );
7739 shout = "howl";
7740 }
7741 } else if( has_trait( trait_SHOUT2 ) ) {
7742 base = 15;
7743 if( msg.empty() ) {
7744 msg = is_player() ? _( "yourself scream loudly!" ) : _( "a loud scream!" );
7745 shout = "scream";
7746 }
7747 }
7748
7749 if( msg.empty() ) {
7750 msg = is_player() ? _( "yourself shout loudly!" ) : _( "a loud shout!" );
7751 shout = "default";
7752 }
7753 int noise = get_shout_volume();
7754
7755 // Minimum noise volume possible after all reductions.
7756 // Volume 1 can't be heard even by player
7757 constexpr int minimum_noise = 2;
7758
7759 if( noise <= base ) {
7760 std::string dampened_shout;
7761 std::transform( msg.begin(), msg.end(), std::back_inserter( dampened_shout ), tolower );
7762 msg = std::move( dampened_shout );
7763 }
7764
7765 // Screaming underwater is not good for oxygen and harder to do overall
7766 if( underwater ) {
7768 mod_stat( "oxygen", -noise );
7769 }
7770 }
7771
7772 const int penalty = encumb( bp_mouth ) * 3 / 2;
7773 // TODO: indistinct noise descriptions should be handled in the sounds code
7774 if( noise <= minimum_noise ) {
7776 _( "The sound of your voice is almost completely muffled!" ) );
7777 msg = is_player() ? _( "your muffled shout" ) : _( "an indistinct voice" );
7778 } else if( noise * 2 <= noise + penalty ) {
7779 // The shout's volume is 1/2 or lower of what it would be without the penalty
7780 add_msg_if_player( m_warning, _( "The sound of your voice is significantly muffled!" ) );
7781 }
7782
7784 "shout", shout );
7785}
static const trait_id trait_GILLS_CEPH("GILLS_CEPH")
static const trait_id trait_GILLS("GILLS")
void shout(std::string msg="", bool order=false)
Definition: character.cpp:7722
int get_shout_volume() const
Definition: character.cpp:7679
bool move(avatar &you, map &m, const tripoint &d)
void transform(player &p, const tripoint &pos)
Transform the examined object into the object specified by its transforms_into property.
Definition: iexamine.cpp:1588

References _, Creature::add_msg_if_player(), sounds::alert, bp_mouth, encumb(), get_shout_volume(), has_trait(), Creature::is_player(), is_wearing(), itype_id, m_warning, mod_stat(), avatar_action::move(), noise, sounds::order, pos(), shout(), sounds::sound(), trait_GILLS, trait_GILLS_CEPH, trait_PROF_FOODP, trait_SHOUT2, trait_SHOUT3, iexamine::transform(), and Creature::underwater.

Referenced by game::chat(), dialogue::dynamic_line(), shout(), suffer_from_schizophrenia(), and suffer_while_awake().

◆ sight_impaired()

bool Character::sight_impaired ( ) const

◆ sight_range()

int Character::sight_range ( int  light_level) const
overridevirtual

Returns the player's sight range.

Implements Creature.

Definition at line 714 of file character.cpp.

715{
716 if( light_level == 0 ) {
717 return 1;
718 }
719 /* Via Beer-Lambert we have:
720 * light_level * (1 / exp( LIGHT_TRANSPARENCY_OPEN_AIR * distance) ) <= LIGHT_AMBIENT_LOW
721 * Solving for distance:
722 * 1 / exp( LIGHT_TRANSPARENCY_OPEN_AIR * distance ) <= LIGHT_AMBIENT_LOW / light_level
723 * 1 <= exp( LIGHT_TRANSPARENCY_OPEN_AIR * distance ) * LIGHT_AMBIENT_LOW / light_level
724 * light_level <= exp( LIGHT_TRANSPARENCY_OPEN_AIR * distance ) * LIGHT_AMBIENT_LOW
725 * log(light_level) <= LIGHT_TRANSPARENCY_OPEN_AIR * distance + log(LIGHT_AMBIENT_LOW)
726 * log(light_level) - log(LIGHT_AMBIENT_LOW) <= LIGHT_TRANSPARENCY_OPEN_AIR * distance
727 * log(LIGHT_AMBIENT_LOW / light_level) <= LIGHT_TRANSPARENCY_OPEN_AIR * distance
728 * log(LIGHT_AMBIENT_LOW / light_level) * (1 / LIGHT_TRANSPARENCY_OPEN_AIR) <= distance
729 */
730 int range = static_cast<int>( -std::log( get_vision_threshold( static_cast<int>
731 ( get_map().ambient_light_at( pos() ) ) ) / static_cast<float>( light_level ) ) *
732 ( 1.0 / LIGHT_TRANSPARENCY_OPEN_AIR ) );
733
734 // Clamp to [1, sight_max].
735 return clamp( range, 1, sight_max );
736}
float get_vision_threshold(float light_level) const
Returns the apparent light level at which the player can see.
Definition: character.cpp:1807
static constexpr float LIGHT_TRANSPARENCY_OPEN_AIR
Definition: lightmap.h:36

References clamp(), get_map(), get_vision_threshold(), LIGHT_TRANSPARENCY_OPEN_AIR, pos(), and sight_max.

Referenced by game::calc_driving_offset(), overmap_sight_range(), sees_with_infrared(), and editmap::update_view_with_help().

◆ skin_name()

std::string Character::skin_name ( ) const
overridevirtual

Returns the name of the player's outer layer, e.g.

"armor plates"

Implements Creature.

Definition at line 556 of file character.cpp.

557{
558 // TODO: Return actual deflecting layer name
559 return _( "armor" );
560}

References _.

◆ sound_hallu()

void Character::sound_hallu ( )

Creates an auditory hallucination.

Definition at line 1706 of file suffer.cpp.

1707{
1708 // Random 'dangerous' sound from a random direction
1709 // 1/5 chance to be a loud sound
1710 std::vector<std::string> dir{ "north",
1711 "northeast",
1712 "northwest",
1713 "south",
1714 "southeast",
1715 "southwest",
1716 "east",
1717 "west" };
1718
1719 std::vector<std::string> dirz{ "and above you ", "and below you " };
1720
1721 std::vector<std::tuple<std::string, std::string, std::string>> desc{
1722 std::make_tuple( "whump!", "smash_fail", "t_door_c" ),
1723 std::make_tuple( "crash!", "smash_success", "t_door_c" ),
1724 std::make_tuple( "glass breaking!", "smash_success", "t_window_domestic" ) };
1725
1726 std::vector<std::tuple<std::string, std::string, std::string>> desc_big{
1727 std::make_tuple( "huge explosion!", "explosion", "default" ),
1728 std::make_tuple( "bang!", "fire_gun", "glock_19" ),
1729 std::make_tuple( "blam!", "fire_gun", "mossberg_500" ),
1730 std::make_tuple( "crash!", "smash_success", "t_wall" ),
1731 std::make_tuple( "SMASH!", "smash_success", "t_wall" ) };
1732
1733 std::string i_dir = dir[rng( 0, dir.size() - 1 )];
1734
1735 if( one_in( 10 ) ) {
1736 i_dir += " " + dirz[rng( 0, dirz.size() - 1 )];
1737 }
1738
1739 std::string i_desc;
1740 std::pair<std::string, std::string> i_sound;
1741 if( one_in( 5 ) ) {
1742 int r_int = rng( 0, desc_big.size() - 1 );
1743 i_desc = std::get<0>( desc_big[r_int] );
1744 i_sound = std::make_pair( std::get<1>( desc_big[r_int] ), std::get<2>( desc_big[r_int] ) );
1745 } else {
1746 int r_int = rng( 0, desc.size() - 1 );
1747 i_desc = std::get<0>( desc[r_int] );
1748 i_sound = std::make_pair( std::get<1>( desc[r_int] ), std::get<2>( desc[r_int] ) );
1749 }
1750
1751 add_msg( m_warning, _( "From the %1$s you hear %2$s" ), i_dir, i_desc );
1752 sfx::play_variant_sound( i_sound.first, i_sound.second, rng( 20, 80 ) );
1753}
void play_variant_sound(const std::string &id, const std::string &variant, int volume, units::angle angle, double pitch_min=-1.0, double pitch_max=-1.0)
Definition: sounds.cpp:1599

References _, add_msg(), m_warning, one_in(), sfx::play_variant_sound(), and rng().

Referenced by player::hardcoded_effects(), and suffer_from_schizophrenia().

◆ speed_rating()

float Character::speed_rating ( ) const
overridevirtual

Returns an approximate number of tiles this creature can travel per turn.

Implements Creature.

Reimplemented in npc.

Definition at line 9983 of file character.cpp.

9984{
9985 float ret = get_speed() / 100.0f;
9986 ret *= 100.0f / run_cost( 100, false );
9987 // Adjustment for player being able to run, but not doing so at the moment
9988 if( move_mode != CMM_RUN ) {
9989 ret *= 1.0f + ( static_cast<float>( get_stamina() ) / static_cast<float>( get_stamina_max() ) );
9990 }
9991 return ret;
9992}
int run_cost(int base_cost, bool diag=false) const
Returns the player's modified base movement cost.
int get_speed() const override
Definition: character.cpp:4119

References CMM_RUN, get_speed(), get_stamina(), get_stamina_max(), move_mode, cata::hash64_detail::ret, and run_cost().

◆ spores()

void Character::spores ( )

Definition at line 8769 of file character.cpp.

8770{
8771 map &here = get_map();
8772 fungal_effects fe( *g, here );
8773 //~spore-release sound
8774 sounds::sound( pos(), 10, sounds::sound_t::combat, _( "Pouf!" ), false, "misc", "puff" );
8775 for( const tripoint &sporep : here.points_in_radius( pos(), 1 ) ) {
8776 if( sporep == pos() ) {
8777 continue;
8778 }
8779 fe.fungalize( sporep, this, 0.25 );
8780 }
8781}

References _, sounds::combat, fungal_effects::fungalize(), g, get_map(), map::points_in_radius(), pos(), and sounds::sound().

Referenced by activate_mutation(), player::hardcoded_effects(), and suffer_while_awake().

◆ stamina_move_cost_modifier()

float Character::stamina_move_cost_modifier ( ) const

Definition at line 7250 of file character.cpp.

7251{
7252 // Both walk and run speed drop to half their maximums as stamina approaches 0.
7253 // Convert stamina to a float first to allow for decimal place carrying
7254 float stamina_modifier = ( static_cast<float>( get_stamina() ) / get_stamina_max() + 1 ) / 2;
7255 if( move_mode == CMM_RUN && get_stamina() >= 0 ) {
7256 // Rationale: Average running speed is 2x walking speed. (NOT sprinting)
7257 stamina_modifier *= 2.0;
7258 }
7259 if( move_mode == CMM_CROUCH ) {
7260 stamina_modifier *= 0.5;
7261 }
7262 return stamina_modifier;
7263}
@ CMM_CROUCH
Definition: character.h:99

References CMM_CROUCH, CMM_RUN, get_stamina(), get_stamina_max(), and move_mode.

Referenced by burn_move_stamina(), and run_cost().

◆ start_destination_activity()

void Character::start_destination_activity ( )

Definition at line 10493 of file character.cpp.

10494{
10495 if( !has_destination_activity() ) {
10496 debugmsg( "Tried to start invalid destination activity" );
10497 return;
10498 }
10499
10502}
void clear_destination()
bool has_destination_activity() const

References assign_activity(), clear_destination(), debugmsg, get_destination_activity(), and has_destination_activity().

Referenced by game::handle_action(), and npc::move().

◆ start_hauling()

void Character::start_hauling ( )

Definition at line 9159 of file character.cpp.

9160{
9161 add_msg( _( "You start hauling items along the ground." ) );
9162 if( is_armed() ) {
9163 add_msg( m_warning, _( "Your hands are not free, which makes hauling slower." ) );
9164 }
9165 hauling = true;
9166}

References _, add_msg(), hauling, is_armed(), and m_warning.

Referenced by haul().

◆ stop_hauling()

void Character::stop_hauling ( )

Definition at line 9168 of file character.cpp.

9169{
9170 add_msg( _( "You stop hauling items." ) );
9171 hauling = false;
9172 if( has_activity( ACT_MOVE_ITEMS ) ) {
9174 }
9175}

References _, ACT_MOVE_ITEMS, add_msg(), cancel_activity(), has_activity(), and hauling.

Referenced by cancel_activity(), haul(), game::place_player(), avatar::set_movement_mode(), and game::vertical_move().

◆ store()

void Character::store ( JsonOut json) const
protected

Load variables from json into object.

These variables are common to both the avatar and NPCs.

Definition at line 625 of file savegame_json.cpp.

626{
627 Creature::store( json );
628
629 // assumes already in Character object
630 // positional data
631 json.member( "posx", position.x );
632 json.member( "posy", position.y );
633 json.member( "posz", position.z );
634
635 // stat
636 json.member( "str_cur", str_cur );
637 json.member( "str_max", str_max );
638 json.member( "dex_cur", dex_cur );
639 json.member( "dex_max", dex_max );
640 json.member( "int_cur", int_cur );
641 json.member( "int_max", int_max );
642 json.member( "per_cur", per_cur );
643 json.member( "per_max", per_max );
644
645 json.member( "str_bonus", str_bonus );
646 json.member( "dex_bonus", dex_bonus );
647 json.member( "per_bonus", per_bonus );
648 json.member( "int_bonus", int_bonus );
649
650 json.member( "base_age", init_age );
651 json.member( "base_height", init_height );
652
653 json.member( "custom_profession", custom_profession );
654
655 // health
656 json.member( "healthy", healthy );
657 json.member( "healthy_mod", healthy_mod );
658 json.member( "healed_24h", healed_total );
659
660 // status
661 json.member( "temp_cur", temp_cur );
662 json.member( "temp_conv", temp_conv );
663 json.member( "frostbite_timer", frostbite_timer );
664 json.member( "body_wetness", body_wetness );
665
666 // needs
667 json.member( "thirst", thirst );
668 json.member( "fatigue", fatigue );
669 json.member( "sleep_deprivation", sleep_deprivation );
670 json.member( "stored_calories", stored_calories );
671 json.member( "radiation", radiation );
672 json.member( "stamina", stamina );
673 json.member( "vitamin_levels", vitamin_levels );
674 json.member( "pkill", pkill );
675 json.member( "omt_path", omt_path );
676 json.member( "consumption_history", consumption_history );
677
678 // crafting etc
679 json.member( "destination_activity", destination_activity );
680 json.member( "activity", activity );
681 json.member( "stashed_outbounds_activity", stashed_outbounds_activity );
682 json.member( "stashed_outbounds_backlog", stashed_outbounds_backlog );
683 json.member( "backlog", backlog );
684 json.member( "activity_vehicle_part_index", activity_vehicle_part_index ); // NPC activity
685
686 // handling for storing activity requirements
687 if( !backlog.empty() && !backlog.front().str_values.empty() && ( ( activity &&
688 activity.id() == activity_id( "ACT_FETCH_REQUIRED" ) ) || ( destination_activity &&
689 destination_activity.id() == activity_id( "ACT_FETCH_REQUIRED" ) ) ) ) {
690 requirement_data things_to_fetch = requirement_id( backlog.front().str_values.back() ).obj();
691 json.member( "fetch_data", things_to_fetch );
692 }
693
694 json.member( "stim", stim );
695 json.member( "type_of_scent", type_of_scent );
696
697 // breathing
698 json.member( "underwater", underwater );
699 json.member( "oxygen", oxygen );
700
701 // traits: permanent 'mutations' more or less
702 json.member( "traits", my_traits );
703 json.member( "mutations", my_mutations );
704 json.member( "magic", magic );
705 json.member( "martial_arts_data", martial_arts_data );
706 // "Fracking Toasters" - Saul Tigh, toaster
707 json.member( "my_bionics", *my_bionics );
708
709 json.member_as_string( "move_mode", move_mode );
710
711 // storing the mount
712 if( is_mounted() ) {
713 json.member( "mounted_creature", g->critter_tracker->temporary_id( *mounted_creature ) );
714 }
715
716 morale->store( json );
717
718 // skills
719 json.member( "skills" );
720 json.start_object();
721 for( const auto &pair : *_skills ) {
722 json.member( pair.first.str(), pair.second );
723 }
724 json.end_object();
725
726 // npc; unimplemented
727 if( power_level < 1_kJ ) {
728 json.member( "power_level", std::to_string( units::to_joule( power_level ) ) + " J" );
729 } else {
730 json.member( "power_level", units::to_kilojoule( power_level ) );
731 }
732 json.member( "max_power_level", units::to_kilojoule( max_power_level ) );
733
734 if( !overmap_time.empty() ) {
735 json.member( "overmap_time" );
736 json.start_array();
737 for( const std::pair<const point_abs_omt, time_duration> &pr : overmap_time ) {
738 json.write( pr.first );
739 json.write( pr.second );
740 }
741 json.end_array();
742 }
743 json.member( "stomach", stomach );
744 json.member( "automoveroute", auto_move_route );
745 json.member( "known_traps" );
746 json.start_array();
747 for( const auto &elem : known_traps ) {
748 json.start_object();
749 json.member( "x", elem.first.x );
750 json.member( "y", elem.first.y );
751 json.member( "z", elem.first.z );
752 json.member( "trap", elem.second );
753 json.end_object();
754 }
755 json.end_array();
756}
void store(JsonOut &jsout) const
These two functions are responsible for storing and loading the members of this class to/from json da...
void member_as_string(const std::string &name, const T &value)
Definition: json.h:751
void end_array()
Definition: json.cpp:1961
void start_array(bool wrap=false)
Definition: json.cpp:1950
void start_object(bool wrap=false)
Definition: json.cpp:1931
void write(T val)
Definition: json.h:620
void end_object()
Definition: json.cpp:1942
void member(const std::string &name)
Definition: json.cpp:2046

References _skills, activity, activity_vehicle_part_index, auto_move_route, backlog, body_wetness, consumption_history, custom_profession, destination_activity, dex_bonus, dex_cur, dex_max, JsonOut::end_array(), JsonOut::end_object(), fatigue, frostbite_timer, g, healed_total, healthy, healthy_mod, player_activity::id(), init_age, init_height, int_bonus, int_cur, int_max, is_mounted(), known_traps, magic, martial_arts_data, max_power_level, JsonOut::member(), JsonOut::member_as_string(), morale, mounted_creature, move_mode, my_bionics, my_mutations, my_traits, string_id< T >::obj(), omt_path, overmap_time, oxygen, per_bonus, per_cur, per_max, pkill, position, power_level, radiation, sleep_deprivation, stamina, JsonOut::start_array(), JsonOut::start_object(), stashed_outbounds_activity, stashed_outbounds_backlog, stim, stomach, Creature::store(), stored_calories, str_bonus, str_cur, str_max, temp_conv, temp_cur, thirst, units::to_joule(), units::to_kilojoule(), to_string(), type_of_scent, Creature::underwater, vitamin_levels, JsonOut::write(), tripoint::x, tripoint::y, and tripoint::z.

Referenced by monster::serialize(), avatar::serialize(), npc::serialize(), and player::store().

◆ suffer()

void Character::suffer ( )

Handles a large number of timers decrementing and other randomized effects.

Definition at line 1467 of file suffer.cpp.

1468{
1469 const int current_stim = get_stim();
1470 // TODO: Remove this section and encapsulate hp_cur
1471 for( const std::pair<const bodypart_str_id, bodypart> &elem : get_body() ) {
1472 if( elem.second.get_hp_cur() <= 0 ) {
1473 add_effect( effect_disabled, 1_turns, elem.first->token );
1474 }
1475 }
1476
1477 for( size_t i = 0; i < get_bionics().size(); i++ ) {
1478 process_bionic( i );
1479 }
1480
1481 for( std::pair<const trait_id, Character::trait_data> &mut : my_mutations ) {
1482 const mutation_branch &mdata = mut.first.obj();
1483 if( calendar::once_every( 1_minutes ) ) {
1484 suffer_water_damage( mdata );
1485 }
1486 Character::trait_data &tdata = mut.second;
1487 if( tdata.powered ) {
1488 suffer_mutation_power( mdata, tdata );
1489 }
1490 }
1491
1492 if( underwater ) {
1494 }
1495
1497
1498 if( !in_sleep_state() ) {
1499 suffer_while_awake( current_stim );
1500 } // Done with while-awake-only effects
1501
1502 if( has_trait( trait_ASTHMA ) ) {
1503 suffer_from_asthma( current_stim );
1504 }
1505
1511 suffer_from_stimulants( current_stim );
1513 // Stimulants can lessen the PERCEIVED effects of sleep deprivation, but
1514 // they do nothing to cure it. As such, abuse is even more dangerous now.
1515 if( current_stim > 0 ) {
1516 // 100% of blacking out = 20160sd ; Max. stim modifier = 12500sd @ 250stim
1517 // Note: Very high stim already has its own slew of bad effects,
1518 // so the "useful" part of this bonus is actually lower.
1519 sleep_deprivation -= current_stim * 50;
1520 }
1521
1524 //Suffer from enchantments
1525 enchantment_cache->activate_passive( *this );
1526
1527 if( calendar::once_every( 1_hours ) ) {
1529 }
1530}
void suffer_in_sunlight()
Definition: suffer.cpp:714
void suffer_from_artifacts()
Definition: suffer.cpp:1312
void suffer_from_addictions()
Definition: suffer.cpp:273
void suffer_from_stimulants(int current_stim)
Definition: suffer.cpp:1334
void process_bionic(int b)
Handles bionic effects over time of the entered bionic.
Definition: bionics.cpp:1527
void suffer_water_damage(const mutation_branch &mdata)
suffer() subcalls
Definition: suffer.cpp:182
void suffer_from_pain()
Definition: suffer.cpp:1463
void suffer_while_awake(int current_stim)
Definition: suffer.cpp:300
void suffer_from_other_mutations()
Definition: suffer.cpp:941
void suffer_mutation_power(const mutation_branch &mdata, Character::trait_data &tdata)
Definition: suffer.cpp:202
void suffer_without_sleep(int sleep_deprivation)
Definition: suffer.cpp:1376
void suffer_while_underwater()
Definition: suffer.cpp:250
void suffer_from_bad_bionics()
Definition: suffer.cpp:1222
void suffer_from_radiation()
Definition: suffer.cpp:1049
void suffer_from_asthma(int current_stim)
Definition: suffer.cpp:613
bool powered
Whether the mutation is activated.
Definition: character.h:2100
static const efftype_id effect_accumulated_mutagen("accumulated_mutagen")
static const efftype_id effect_disabled("disabled")
static const trait_id trait_ASTHMA("ASTHMA")

References Creature::add_effect(), effect_accumulated_mutagen, effect_disabled, enchantment_cache, get_bionics(), Creature::get_body(), get_sleep_deprivation(), get_stim(), has_trait(), in_sleep_state(), my_mutations, num_bp, calendar::once_every(), Character::trait_data::powered, process_bionic(), sleep_deprivation, suffer_from_addictions(), suffer_from_artifacts(), suffer_from_asthma(), suffer_from_bad_bionics(), suffer_from_other_mutations(), suffer_from_pain(), suffer_from_radiation(), suffer_from_stimulants(), suffer_in_sunlight(), suffer_mutation_power(), suffer_water_damage(), suffer_while_awake(), suffer_while_underwater(), suffer_without_sleep(), trait_ASTHMA, and Creature::underwater.

Referenced by player::process_turn().

◆ suffer_from_addictions()

void Character::suffer_from_addictions ( )
private

Definition at line 273 of file suffer.cpp.

274{
275 time_duration timer = -6_hours;
276 if( has_trait( trait_ADDICTIVE ) ) {
277 timer = -10_hours;
278 } else if( has_trait( trait_NONADDICTIVE ) ) {
279 timer = -3_hours;
280 }
281 for( addiction &cur_addiction : addictions ) {
282 if( cur_addiction.sated <= 0_turns &&
283 cur_addiction.intensity >= MIN_ADDICTION_LEVEL ) {
284 addict_effect( *this, cur_addiction );
285 }
286 cur_addiction.sated -= 1_turns;
287 // Higher intensity addictions heal faster
288 if( cur_addiction.sated - 10_minutes * cur_addiction.intensity < timer ) {
289 if( cur_addiction.intensity <= 2 ) {
290 rem_addiction( cur_addiction.type );
291 break;
292 } else {
293 cur_addiction.intensity--;
294 cur_addiction.sated = 0_turns;
295 }
296 }
297 }
298}
void addict_effect(Character &u, addiction &add)
Definition: addiction.cpp:57
constexpr int MIN_ADDICTION_LEVEL
Definition: addiction.h:13
void rem_addiction(add_type type)
Removes an addition from the player.
Definition: suffer.cpp:1946

References addict_effect(), addictions, has_trait(), MIN_ADDICTION_LEVEL, rem_addiction(), trait_ADDICTIVE, and trait_NONADDICTIVE.

Referenced by suffer().

◆ suffer_from_artifacts()

void Character::suffer_from_artifacts ( )
private

Definition at line 1312 of file suffer.cpp.

1313{
1314 // Artifact effects
1316 add_effect( effect_attention, 3_turns );
1317 }
1318
1320 get_weather().weather_id->precip < precip_class::heavy ) {
1324 }
1325
1326 if( has_artifact_with( AEP_MUTAGENIC ) && one_turn_in( 48_hours ) ) {
1327 mutate();
1328 }
1329 if( has_artifact_with( AEP_FORCE_TELEPORT ) && one_turn_in( 1_hours ) ) {
1330 teleport::teleport( *this );
1331 }
1332}
const weather_type_id & get_bad_weather() const
weather_type_id weather_override
Definition: weather.h:199
@ AEP_MUTAGENIC
Definition: enums.h:130
@ AEP_FORCE_TELEPORT
Definition: enums.h:138
@ AEP_ATTENTION
Definition: enums.h:131
@ AEP_BAD_WEATHER
Definition: enums.h:140
const weather_generator & get_cur_weather_gen() const
Definition: weather.cpp:1049
void set_nextweather(time_point t)
Definition: weather.cpp:1101
bool one_turn_in(const time_duration &duration)
Definition: rng.cpp:70
static const efftype_id effect_attention("attention")

References Creature::add_effect(), AEP_ATTENTION, AEP_BAD_WEATHER, AEP_FORCE_TELEPORT, AEP_MUTAGENIC, effect_attention, weather_generator::get_bad_weather(), weather_manager::get_cur_weather_gen(), get_weather(), has_artifact_with(), heavy, mutate(), calendar::once_every(), one_turn_in(), weather_manager::set_nextweather(), teleport::teleport(), calendar::turn, and weather_manager::weather_override.

Referenced by suffer().

◆ suffer_from_asthma()

void Character::suffer_from_asthma ( int  current_stim)
private

Definition at line 613 of file suffer.cpp.

614{
618 return;
619 }
620 if( !one_in( ( to_turns<int>( 6_hours ) - current_stim * 300 ) *
621 ( has_effect( effect_sleep ) ? 10 : 1 ) ) ) {
622 return;
623 }
624 bool auto_use = has_charges( itype_inhaler, 1 ) || has_charges( itype_oxygen_tank, 1 ) ||
626 bool oxygenator = has_bionic( bio_gills ) && get_power_level() >= 3_kJ;
627 if( underwater ) {
628 oxygen = oxygen / 2;
629 auto_use = false;
630 }
631
632 add_msg_player_or_npc( m_bad, _( "You have an asthma attack!" ),
633 "<npcname> starts wheezing and coughing." );
634
636 inventory map_inv;
637 map_inv.form_from_map( g->u.pos(), 2, &g->u );
638 // check if an inhaler is somewhere near
639 bool nearby_use = auto_use || oxygenator || map_inv.has_charges( itype_inhaler, 1 ) ||
640 map_inv.has_charges( itype_oxygen_tank, 1 ) ||
641 map_inv.has_charges( itype_smoxygen_tank, 1 );
642 // check if character has an oxygenator first
643 if( oxygenator ) {
644 mod_power_level( -3_kJ );
645 add_msg_if_player( m_info, _( "You use your Oxygenator to clear it up, "
646 "then go back to sleep." ) );
647 } else if( auto_use ) {
649 add_msg_if_player( m_info, _( "You use your inhaler and go back to sleep." ) );
650 } else if( use_charges_if_avail( itype_oxygen_tank, 1 ) ||
652 add_msg_if_player( m_info, _( "You take a deep breath from your oxygen tank "
653 "and go back to sleep." ) );
654 }
655 } else if( nearby_use ) {
656 // create new variable to resolve a reference issue
657 int amount = 1;
658 if( !g->m.use_charges( g->u.pos(), 2, itype_inhaler, amount ).empty() ) {
659 add_msg_if_player( m_info, _( "You use your inhaler and go back to sleep." ) );
660 } else if( !g->m.use_charges( g->u.pos(), 2, itype_oxygen_tank, amount ).empty() ||
661 !g->m.use_charges( g->u.pos(), 2, itype_smoxygen_tank, amount ).empty() ) {
662 add_msg_if_player( m_info, _( "You take a deep breath from your oxygen tank "
663 "and go back to sleep." ) );
664 }
665 } else {
666 add_effect( effect_asthma, rng( 5_minutes, 20_minutes ) );
667 if( has_effect( effect_sleep ) ) {
668 wake_up();
669 } else {
670 if( !is_npc() ) {
671 g->cancel_activity_or_ignore_query( distraction_type::asthma,
672 _( "You can't focus while choking!" ) );
673 }
674 }
675 }
676 } else if( auto_use ) {
677 int charges = 0;
679 moves -= 40;
680 charges = charges_of( itype_inhaler );
681 if( charges == 0 ) {
682 add_msg_if_player( m_bad, _( "You use your last inhaler charge." ) );
683 } else {
684 add_msg_if_player( m_info, vgettext( "You use your inhaler, "
685 "only %d charge left.",
686 "You use your inhaler, "
687 "only %d charges left.", charges ),
688 charges );
689 }
690 } else if( use_charges_if_avail( itype_oxygen_tank, 1 ) ||
692 moves -= 500; // synched with use action
694 if( charges == 0 ) {
695 add_msg_if_player( m_bad, _( "You breathe in last bit of oxygen "
696 "from the tank." ) );
697 } else {
698 add_msg_if_player( m_info, vgettext( "You take a deep breath from your oxygen "
699 "tank, only %d charge left.",
700 "You take a deep breath from your oxygen "
701 "tank, only %d charges left.", charges ),
702 charges );
703 }
704 }
705 } else {
706 add_effect( effect_asthma, rng( 5_minutes, 20_minutes ) );
707 if( !is_npc() ) {
708 g->cancel_activity_or_ignore_query( distraction_type::asthma,
709 _( "You can't focus while choking!" ) );
710 }
711 }
712}
bool use_charges_if_avail(const itype_id &it, int quantity)
Definition: character.cpp:9642
bool has_charges(const itype_id &it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >) const
Definition: inventory.cpp:890
static const efftype_id effect_datura("datura")
static const efftype_id effect_narcosis("narcosis")
static const efftype_id effect_adrenaline("adrenaline")
static const efftype_id effect_asthma("asthma")
static const itype_id itype_oxygen_tank("oxygen_tank")
static const itype_id itype_inhaler("inhaler")
static const itype_id itype_smoxygen_tank("smoxygen_tank")
static const bionic_id bio_gills("bio_gills")
static const efftype_id effect_took_antiasthmatic("took_antiasthmatic")

References _, Creature::add_effect(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), asthma, bio_gills, visitable< Character >::charges_of(), effect_adrenaline, effect_asthma, effect_datura, effect_narcosis, effect_sleep, effect_took_antiasthmatic, inventory::form_from_map(), g, get_power_level(), has_bionic(), has_charges(), inventory::has_charges(), Creature::has_effect(), in_sleep_state(), Creature::is_npc(), itype_inhaler, itype_oxygen_tank, itype_smoxygen_tank, m_bad, m_info, mod_power_level(), Creature::moves, one_in(), oxygen, rng(), Creature::underwater, use_charges_if_avail(), vgettext(), and wake_up().

Referenced by suffer().

◆ suffer_from_bad_bionics()

void Character::suffer_from_bad_bionics ( )
private

Definition at line 1222 of file suffer.cpp.

1223{
1224 // Negative bionics effects
1225 if( has_bionic( bio_dis_shock ) && get_power_level() > 9_kJ && one_turn_in( 2_hours ) &&
1227 add_msg_if_player( m_bad, _( "You suffer a painful electrical discharge!" ) );
1228 mod_pain( 1 );
1229 moves -= 150;
1230 mod_power_level( -10_kJ );
1231
1232 if( weapon.typeId() == itype_e_handcuffs && weapon.charges > 0 ) {
1233 weapon.charges -= rng( 1, 3 ) * 50;
1234 if( weapon.charges < 1 ) {
1235 weapon.charges = 1;
1236 }
1237
1238 add_msg_if_player( m_good, _( "The %s seems to be affected by the discharge." ),
1239 weapon.tname() );
1240 }
1241 sfx::play_variant_sound( "bionics", "elec_discharge", 100 );
1242 }
1243 if( has_bionic( bio_dis_acid ) && one_turn_in( 150_minutes ) ) {
1244 add_msg_if_player( m_bad, _( "You suffer a burning acidic discharge!" ) );
1245 hurtall( 1, nullptr );
1246 sfx::play_variant_sound( "bionics", "acid_discharge", 100 );
1247 sfx::do_player_death_hurt( g->u, false );
1248 }
1249 if( has_bionic( bio_drain ) && get_power_level() > 24_kJ && one_turn_in( 1_hours ) ) {
1250 add_msg_if_player( m_bad, _( "Your batteries discharge slightly." ) );
1251 mod_power_level( -25_kJ );
1252 sfx::play_variant_sound( "bionics", "elec_crackle_low", 100 );
1253 }
1254 if( has_bionic( bio_noise ) && one_turn_in( 50_minutes ) &&
1256 // TODO: NPCs with said bionic
1257 if( !is_deaf() ) {
1258 add_msg( m_bad, _( "A bionic emits a crackle of noise!" ) );
1259 sfx::play_variant_sound( "bionics", "elec_blast", 100 );
1260 } else {
1261 add_msg( m_bad, _( "You feel your faulty bionic shuddering." ) );
1262 sfx::play_variant_sound( "bionics", "elec_blast_muffled", 100 );
1263 }
1264 sounds::sound( pos(), 60, sounds::sound_t::movement, _( "Crackle!" ) ); //sfx above
1265 }
1267 get_power_level() >= get_max_power_level() * .75 ) {
1268 mod_str_bonus( -3 );
1269 }
1270 if( has_bionic( bio_trip ) && one_turn_in( 50_minutes ) &&
1273 add_msg_if_player( m_bad, _( "Your vision pixelates!" ) );
1274 add_effect( effect_visuals, 10_minutes );
1275 sfx::play_variant_sound( "bionics", "pixelated", 100 );
1276 }
1277 if( has_bionic( bio_spasm ) && one_turn_in( 5_hours ) && !has_effect( effect_downed ) &&
1280 _( "Your malfunctioning bionic causes you to spasm and fall to the floor!" ) );
1281 mod_pain( 1 );
1282 add_effect( effect_stunned, 1_turns );
1283 add_effect( effect_downed, 10_turns, num_bp, 0 );
1284 sfx::play_variant_sound( "bionics", "elec_crackle_high", 100 );
1285 }
1286 if( has_bionic( bio_shakes ) && get_power_level() > 24_kJ && one_turn_in( 2_hours ) ) {
1287 add_msg_if_player( m_bad, _( "Your bionics short-circuit, causing you to tremble and shiver." ) );
1288 mod_power_level( -25_kJ );
1289 add_effect( effect_shakes, 5_minutes );
1290 sfx::play_variant_sound( "bionics", "elec_crackle_med", 100 );
1291 }
1292 if( has_bionic( bio_leaky ) && one_turn_in( 6_minutes ) ) {
1293 mod_healthy_mod( -1, -200 );
1294 }
1295 if( has_bionic( bio_sleepy ) && one_turn_in( 50_minutes ) && !in_sleep_state() ) {
1296 mod_fatigue( 1 );
1297 }
1298 if( has_bionic( bio_itchy ) && one_turn_in( 50_minutes ) && !has_effect( effect_formication ) &&
1300 add_msg_if_player( m_bad, _( "Your malfunctioning bionic itches!" ) );
1301 body_part bp = random_body_part( true );
1302 add_effect( effect_formication, 10_minutes, bp );
1303 }
1304 if( has_bionic( bio_glowy ) && !has_effect( effect_glowy_led ) && one_turn_in( 50_minutes ) &&
1305 get_power_level() > 1_kJ ) {
1306 add_msg_if_player( m_bad, _( "Your malfunctioning bionic starts to glow!" ) );
1307 add_effect( effect_glowy_led, 5_minutes );
1308 mod_power_level( -1_kJ );
1309 }
1310}
body_part random_body_part(bool main_parts_only)
Returns a random body_part token.
Definition: bodypart.cpp:364
void do_player_death_hurt(const player &target, bool death)
Definition: sounds.cpp:1633
static const bionic_id bio_shakes("bio_shakes")
static const efftype_id effect_glowy_led("glowy_led")
static const efftype_id effect_downed("downed")
static const bionic_id bio_power_weakness("bio_power_weakness")
static const bionic_id bio_dis_shock("bio_dis_shock")
static const bionic_id bio_glowy("bio_glowy")
static const efftype_id effect_visuals("visuals")
static const bionic_id bio_trip("bio_trip")
static const bionic_id bio_dis_acid("bio_dis_acid")
static const itype_id itype_e_handcuffs("e_handcuffs")
static const bionic_id bio_spasm("bio_spasm")
static const bionic_id bio_sleepy("bio_sleepy")
static const bionic_id bio_noise("bio_noise")
static const efftype_id effect_shakes("shakes")
static const efftype_id effect_stunned("stunned")
static const efftype_id effect_formication("formication")
static const bionic_id bio_drain("bio_drain")
static const bionic_id bio_itchy("bio_itchy")
static const bionic_id bio_leaky("bio_leaky")

References _, Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), bio_dis_acid, bio_dis_shock, bio_drain, bio_glowy, bio_itchy, bio_leaky, bio_noise, bio_power_weakness, bio_shakes, bio_sleepy, bio_spasm, bio_trip, item::charges, sfx::do_player_death_hurt(), effect_downed, effect_formication, effect_glowy_led, effect_narcosis, effect_shakes, effect_stunned, effect_visuals, g, get_max_power_level(), get_power_level(), has_bionic(), Creature::has_effect(), has_max_power(), hurtall(), in_sleep_state(), is_deaf(), itype_e_handcuffs, m_bad, m_good, mod_fatigue(), mod_healthy_mod(), Creature::mod_pain(), mod_power_level(), mod_str_bonus(), sounds::movement, Creature::moves, num_bp, one_turn_in(), sfx::play_variant_sound(), pos(), random_body_part(), rng(), sounds::sound(), item::tname(), item::typeId(), and weapon.

Referenced by suffer().

◆ suffer_from_chemimbalance()

void Character::suffer_from_chemimbalance ( )
private

Definition at line 366 of file suffer.cpp.

367{
368 if( one_turn_in( 6_hours ) && !has_trait( trait_NOPAIN ) ) {
369 add_msg_if_player( m_bad, _( "You suddenly feel sharp pain for no reason." ) );
370 mod_pain( 3 * rng( 1, 3 ) );
371 }
372 if( one_turn_in( 6_hours ) ) {
373 int pkilladd = 5 * rng( -1, 2 );
374 if( pkilladd > 0 ) {
375 add_msg_if_player( m_bad, _( "You suddenly feel numb." ) );
376 } else if( ( pkilladd < 0 ) && ( !( has_trait( trait_NOPAIN ) ) ) ) {
377 add_msg_if_player( m_bad, _( "You suddenly ache." ) );
378 }
379 mod_painkiller( pkilladd );
380 }
381 if( one_turn_in( 6_hours ) && !has_effect( effect_sleep ) ) {
382 add_msg_if_player( m_bad, _( "You feel dizzy for a moment." ) );
383 moves -= rng( 10, 30 );
384 }
385 if( one_turn_in( 6_hours ) ) {
386 int hungadd = 5 * rng( -1, 3 );
387 if( hungadd > 0 ) {
388 add_msg_if_player( m_bad, _( "You suddenly feel hungry." ) );
389 } else {
390 add_msg_if_player( m_good, _( "You suddenly feel a little full." ) );
391 }
392 mod_stored_kcal( -10 * hungadd );
393 }
394 if( one_turn_in( 6_hours ) ) {
395 add_msg_if_player( m_bad, _( "You suddenly feel thirsty." ) );
396 mod_thirst( 5 * rng( 1, 3 ) );
397 }
398 if( one_turn_in( 6_hours ) ) {
399 add_msg_if_player( m_good, _( "You feel fatigued all of a sudden." ) );
400 mod_fatigue( 10 * rng( 2, 4 ) );
401 }
402 if( one_turn_in( 8_hours ) ) {
403 if( one_in( 3 ) ) {
405 } else {
406 add_morale( MORALE_FEELING_BAD, -20, -100 );
407 }
408 }
409 if( one_turn_in( 6_hours ) ) {
410 if( one_in( 3 ) ) {
411 add_msg_if_player( m_bad, _( "You suddenly feel very cold." ) );
413 } else {
414 add_msg_if_player( m_bad, _( "You suddenly feel cold." ) );
415 temp_cur.fill( BODYTEMP_COLD );
416 }
417 }
418 if( one_turn_in( 6_hours ) ) {
419 if( one_in( 3 ) ) {
420 add_msg_if_player( m_bad, _( "You suddenly feel very hot." ) );
422 } else {
423 add_msg_if_player( m_bad, _( "You suddenly feel hot." ) );
424 temp_cur.fill( BODYTEMP_HOT );
425 }
426 }
427}
const morale_type MORALE_FEELING_BAD("morale_feeling_bad")
static const trait_id trait_NOPAIN("NOPAIN")

References _, add_morale(), Creature::add_msg_if_player(), BODYTEMP_COLD, BODYTEMP_HOT, BODYTEMP_VERY_COLD, BODYTEMP_VERY_HOT, effect_sleep, Creature::has_effect(), has_trait(), m_bad, m_good, mod_fatigue(), Creature::mod_pain(), mod_painkiller(), mod_stored_kcal(), mod_thirst(), MORALE_FEELING_BAD, MORALE_FEELING_GOOD, Creature::moves, one_in(), one_turn_in(), rng(), temp_cur, and trait_NOPAIN.

Referenced by suffer_while_awake().

◆ suffer_from_other_mutations()

void Character::suffer_from_other_mutations ( )
private

Definition at line 941 of file suffer.cpp.

942{
943 if( has_trait( trait_SHARKTEETH ) && one_turn_in( 24_hours ) ) {
944 add_msg_if_player( m_neutral, _( "You shed a tooth!" ) );
945 g->m.spawn_item( pos(), "bone", 1 );
946 }
947
949 //~Sound of buzzing Insect Wings
950 sounds::sound( pos(), 10, sounds::sound_t::movement, _( "BZZZZZ" ), false, "misc",
951 "insect_wings" );
952 }
953
954 bool wearing_shoes = is_wearing_shoes( side::LEFT ) || is_wearing_shoes( side::RIGHT );
955 int root_vitamins = 0;
956 int root_water = 0;
957 if( has_trait( trait_ROOTS3 ) && g->m.has_flag( flag_PLOWABLE, pos() ) && !wearing_shoes ) {
958 root_vitamins += 1;
960 root_water += 51;
961 }
962 }
963
964 if( x_in_y( root_vitamins, 576 ) ) {
965 vitamin_mod( vitamin_id( "iron" ), 1, true );
966 vitamin_mod( vitamin_id( "calcium" ), 1, true );
967 mod_healthy_mod( 5, 50 );
968 }
969
970 if( x_in_y( root_water, 2550 ) ) {
971 // Plants draw some crazy amounts of water from the ground in real life,
972 // so these numbers try to reflect that uncertain but large amount
973 // this should take 12 hours to meet your daily needs with ROOTS2, and 8 with ROOTS3
974 mod_thirst( -1 );
975 }
976
977 if( has_trait( trait_SORES ) ) {
978 for( const body_part bp : all_body_parts ) {
979 if( bp == bp_head ) {
980 continue;
981 }
982 int sores_pain = 5 + 0.4 * std::abs( encumb( bp ) );
983 if( get_pain() < sores_pain ) {
984 set_pain( sores_pain );
985 }
986 }
987 }
988 //Web Weavers...weave web
990 // this adds intensity to if its not already there.
991 g->m.add_field( pos(), fd_web, 1 );
992
993 }
994
995 // Blind/Deaf for brief periods about once an hour,
996 // and visuals about once every 30 min.
997 if( has_trait( trait_PER_SLIME ) ) {
998 if( one_turn_in( 1_hours ) && !has_effect( effect_deaf ) ) {
999 add_msg_if_player( m_bad, _( "Suddenly, you can't hear anything!" ) );
1000 add_effect( effect_deaf, rng( 20_minutes, 60_minutes ) );
1001 }
1002 if( one_turn_in( 1_hours ) && !( has_effect( effect_blind ) ) ) {
1003 add_msg_if_player( m_bad, _( "Suddenly, your eyes stop working!" ) );
1004 add_effect( effect_blind, rng( 2_minutes, 6_minutes ) );
1005 }
1006 // Yes, you can be blind and hallucinate at the same time.
1007 // Your post-human biology is truly remarkable.
1008 if( one_turn_in( 30_minutes ) && !( has_effect( effect_visuals ) ) ) {
1009 add_msg_if_player( m_bad, _( "Your visual centers must be acting up…" ) );
1010 add_effect( effect_visuals, rng( 36_minutes, 72_minutes ) );
1011 }
1012 }
1013
1014 if( has_trait( trait_WEB_SPINNER ) && !in_vehicle && one_in( 3 ) ) {
1015 // this adds intensity to if its not already there.
1016 g->m.add_field( pos(), fd_web, 1 );
1017 }
1018
1019 bool should_mutate = has_trait( trait_UNSTABLE ) && !has_trait( trait_CHAOTIC_BAD ) &&
1020 one_turn_in( 48_hours );
1021 should_mutate |= ( has_trait( trait_CHAOTIC ) || has_trait( trait_CHAOTIC_BAD ) ) &&
1022 one_turn_in( 12_hours );
1023 if( should_mutate ) {
1024 mutate();
1025 }
1026
1027 const bool needs_fire = !has_morale( MORALE_PYROMANIA_NEARFIRE ) &&
1029 if( has_trait( trait_PYROMANIA ) && needs_fire && !in_sleep_state() &&
1030 calendar::once_every( 2_hours ) ) {
1031 add_morale( MORALE_PYROMANIA_NOFIRE, -1, -30, 24_hours, 24_hours, true );
1032 if( calendar::once_every( 4_hours ) ) {
1033 const translation smokin_hot_fiyah =
1034 SNIPPET.random_from_category( "pyromania_withdrawal" ).value_or( translation() );
1035 add_msg_if_player( m_bad, "%s", smokin_hot_fiyah );
1036 }
1037 }
1039 calendar::once_every( 2_hours ) ) {
1040 add_morale( MORALE_KILLER_NEED_TO_KILL, -1, -30, 24_hours, 24_hours );
1041 if( calendar::once_every( 4_hours ) ) {
1042 const translation snip = SNIPPET.random_from_category( "killer_withdrawal" ).value_or(
1043 translation() );
1044 add_msg_if_player( m_bad, "%s", snip );
1045 }
1046 }
1047}
bool has_morale(const morale_type &type) const
Definition: character.cpp:9095
virtual void set_pain(int npain)
Definition: creature.cpp:1354
const morale_type MORALE_KILLER_HAS_KILLED("morale_killer_has_killed")
const morale_type MORALE_PYROMANIA_STARTFIRE("morale_pyromania_startfire")
const morale_type MORALE_KILLER_NEED_TO_KILL("morale_killer_need_to_kill")
const morale_type MORALE_PYROMANIA_NEARFIRE("morale_pyromania_nearfire")
const morale_type MORALE_PYROMANIA_NOFIRE("morale_pyromania_nofire")
static const efftype_id effect_blind("blind")
static const trait_id trait_PER_SLIME("PER_SLIME")
static const trait_id trait_SHARKTEETH("SHARKTEETH")
static const trait_id trait_CHAOTIC("CHAOTIC")
static const trait_id trait_UNSTABLE("UNSTABLE")
static const trait_id trait_PYROMANIA("PYROMANIA")
static const efftype_id effect_deaf("deaf")
static const trait_id trait_WEB_WEAVER("WEB_WEAVER")
static const trait_id trait_CHAOTIC_BAD("CHAOTIC_BAD")
static const trait_id trait_WINGS_INSECT("WINGS_INSECT")
static const trait_id trait_SORES("SORES")
static const trait_id trait_KILLER("KILLER")
static const trait_id trait_WEB_SPINNER("WEB_SPINNER")
static const std::string flag_PLOWABLE("PLOWABLE")
static const trait_id trait_ROOTS3("ROOTS3")

References _, Creature::add_effect(), add_morale(), Creature::add_msg_if_player(), all_body_parts, bp_head, effect_blind, effect_deaf, effect_visuals, encumb(), fd_web, flag_PLOWABLE(), g, Creature::get_pain(), get_thirst(), has_active_mutation(), Creature::has_effect(), has_morale(), has_trait(), in_sleep_state(), in_vehicle, is_wearing_shoes(), LEFT, m_bad, m_neutral, mod_healthy_mod(), mod_thirst(), MORALE_KILLER_HAS_KILLED, MORALE_KILLER_NEED_TO_KILL, MORALE_PYROMANIA_NEARFIRE, MORALE_PYROMANIA_NOFIRE, MORALE_PYROMANIA_STARTFIRE, sounds::movement, mutate(), calendar::once_every(), one_in(), one_turn_in(), pos(), snippet_library::random_from_category(), RIGHT, rng(), Creature::set_pain(), SNIPPET, sounds::sound(), trait_CHAOTIC, trait_CHAOTIC_BAD, trait_KILLER, trait_PER_SLIME, trait_PYROMANIA, trait_ROOTS3, trait_SHARKTEETH, trait_SORES, trait_UNSTABLE, trait_WEB_SPINNER, trait_WEB_WEAVER, trait_WINGS_INSECT, turgid, vitamin_mod(), and x_in_y().

Referenced by suffer().

◆ suffer_from_pain()

void Character::suffer_from_pain ( )
private

Definition at line 1463 of file suffer.cpp.

1464{
1465}

Referenced by suffer().

◆ suffer_from_radiation()

void Character::suffer_from_radiation ( )
private

Definition at line 1049 of file suffer.cpp.

1050{
1051 // checking for radioactive items in inventory
1052 const int item_radiation = leak_level( "RADIOACTIVE" );
1053 const int map_radiation = g->m.get_radiation( pos() );
1054 float rads = map_radiation / 100.0f + item_radiation / 10.0f;
1055
1056 int rad_mut = 0;
1057 if( has_trait( trait_RADIOACTIVE3 ) ) {
1058 rad_mut = 3;
1059 } else if( has_trait( trait_RADIOACTIVE2 ) ) {
1060 rad_mut = 2;
1061 } else if( has_trait( trait_RADIOACTIVE1 ) ) {
1062 rad_mut = 1;
1063 }
1064
1065 // Spread less radiation when sleeping (slower metabolism etc.)
1066 // Otherwise it can quickly get to the point where you simply can't sleep at all
1067 const bool rad_mut_proc = rad_mut > 0 && x_in_y( rad_mut, to_turns<int>( in_sleep_state() ?
1068 3_hours : 30_minutes ) );
1069
1070 bool has_helmet = false;
1071 const bool power_armored = is_wearing_power_armor( &has_helmet );
1072 const bool rad_resist = power_armored || worn_with_flag( flag_RAD_RESIST );
1073
1074 if( rad_mut > 0 ) {
1075 const bool kept_in = is_rad_immune() || ( rad_resist && !one_in( 4 ) );
1076 if( kept_in ) {
1077 // As if standing on a map tile with radiation level equal to rad_mut
1078 rads += rad_mut / 100.0f;
1079 }
1080
1081 if( rad_mut_proc && !kept_in ) {
1082 // Irradiate a random nearby point
1083 // If you can't, irradiate the player instead
1084 tripoint rad_point = pos() + point( rng( -3, 3 ), rng( -3, 3 ) );
1085 // TODO: Radioactive vehicles?
1086 if( g->m.get_radiation( rad_point ) < rad_mut ) {
1087 g->m.adjust_radiation( rad_point, 1 );
1088 } else {
1089 rads += rad_mut;
1090 }
1091 }
1092 }
1093
1094 // Used to control vomiting from radiation to make it not-annoying
1095 bool radiation_increasing = irradiate( rads );
1096
1097 if( radiation_increasing && calendar::once_every( 3_minutes ) && has_bionic( bio_geiger ) ) {
1099 _( "You feel an anomalous sensation coming from "
1100 "your radiation sensors." ) );
1101 }
1102
1103 if( calendar::once_every( 15_minutes ) ) {
1104 if( get_rad() < 0 ) {
1105 set_rad( 0 );
1106 } else if( get_rad() > 2000 ) {
1107 set_rad( 2000 );
1108 }
1109 if( get_option<bool>( "RAD_MUTATION" ) && rng( 100, 10000 ) < get_rad() ) {
1110 mutate();
1111 mod_rad( -50 );
1112 } else if( get_rad() > 50 && rng( 1, 3000 ) < get_rad() && ( stomach.get_calories() > 0 ||
1113 radiation_increasing || !in_sleep_state() ) ) {
1114 vomit();
1115 mod_rad( -1 );
1116 }
1117 }
1118
1119 const bool radiogenic = has_trait( trait_RADIOGENIC );
1120 if( radiogenic && calendar::once_every( 30_minutes ) && get_rad() > 0 ) {
1121 // At 200 irradiation, twice as fast as REGEN
1122 if( x_in_y( get_rad(), 200 ) ) {
1123 healall( 1 );
1124 if( rad_mut == 0 ) {
1125 // Don't heal radiation if we're generating it naturally
1126 // That would counter the main downside of radioactivity
1127 mod_rad( -5 );
1128 }
1129 }
1130 }
1131
1132 if( !radiogenic && get_rad() > 0 ) {
1133 // Even if you heal the radiation itself, the damage is done.
1134 const int hmod = get_healthy_mod();
1135 if( hmod > 200 - get_rad() ) {
1136 set_healthy_mod( std::max( -200, 200 - get_rad() ) );
1137 }
1138 }
1139
1140 if( get_rad() > 200 && calendar::once_every( 10_minutes ) && x_in_y( get_rad(), 1000 ) ) {
1141 hurtall( 1, nullptr );
1142 mod_rad( -5 );
1143 }
1144
1145 if( !reactor_plut && !tank_plut && !slow_rad ) {
1146 return;
1147 }
1148 // Microreactor CBM and supporting bionics
1150 //first do the filtering of plutonium from storage to reactor
1151 if( tank_plut > 0 ) {
1152 int plut_trans;
1154 plut_trans = tank_plut * 0.025;
1155 } else {
1156 plut_trans = tank_plut * 0.005;
1157 }
1158 if( plut_trans < 1 ) {
1159 plut_trans = 1;
1160 }
1161 tank_plut -= plut_trans;
1162 reactor_plut += plut_trans;
1163 }
1164 //leaking radiation, reactor is unshielded, but still better than a simple tank
1165 slow_rad += ( ( tank_plut * 0.1 ) + ( reactor_plut * 0.01 ) );
1166 //begin power generation
1167 if( reactor_plut > 0 ) {
1168 int power_gen = 0;
1169 if( has_bionic( bio_advreactor ) ) {
1170 if( ( reactor_plut * 0.05 ) > 2000 ) {
1171 power_gen = 2000;
1172 } else {
1173 power_gen = reactor_plut * 0.05;
1174 if( power_gen < 1 ) {
1175 power_gen = 1;
1176 }
1177 }
1178 slow_rad += ( power_gen * 3 );
1179 while( slow_rad >= 50 ) {
1180 if( power_gen >= 1 ) {
1181 slow_rad -= 50;
1182 power_gen -= 1;
1183 reactor_plut -= 1;
1184 } else {
1185 break;
1186 }
1187 }
1188 } else if( has_bionic( bio_reactor ) ) {
1189 if( ( reactor_plut * 0.025 ) > 500 ) {
1190 power_gen = 500;
1191 } else {
1192 power_gen = reactor_plut * 0.025;
1193 if( power_gen < 1 ) {
1194 power_gen = 1;
1195 }
1196 }
1197 slow_rad += ( power_gen * 3 );
1198 }
1199 reactor_plut -= power_gen;
1200 while( power_gen >= 250 ) {
1201 apply_damage( nullptr, bodypart_id( "torso" ), 1 );
1202 mod_pain( 1 );
1204 _( "Your chest burns as your power systems overload!" ) );
1205 mod_power_level( 50_kJ );
1206 power_gen -= 60; // ten units of power lost due to short-circuiting into you
1207 }
1208 mod_power_level( units::from_kilojoule( power_gen ) );
1209 }
1210 } else {
1211 slow_rad += ( reactor_plut + tank_plut ) * 40;
1212 //plutonium in body without any kind of container. Not good at all.
1213 reactor_plut *= 0.6;
1214 tank_plut *= 0.6;
1215 }
1216 while( slow_rad >= 1000 ) {
1217 mod_rad( 1 );
1218 slow_rad -= 1000;
1219 }
1220}
virtual int get_healthy_mod() const
Definition: character.cpp:4140
virtual void set_healthy_mod(int nhealthy_mod)
Definition: character.cpp:4249
static const bionic_id bio_geiger("bio_geiger")
static const std::string flag_RAD_RESIST("RAD_RESIST")
static const bionic_id bio_reactor("bio_reactor")
static const bionic_id bio_plut_filter("bio_plut_filter")
static const bionic_id bio_advreactor("bio_advreactor")

References _, Creature::add_msg_if_player(), apply_damage(), bio_advreactor, bio_geiger, bio_plut_filter, bio_reactor, flag_RAD_RESIST(), units::from_kilojoule(), g, stomach_contents::get_calories(), get_healthy_mod(), get_rad(), has_active_bionic(), has_bionic(), has_trait(), healall(), hurtall(), in_sleep_state(), irradiate(), is_rad_immune(), is_wearing_power_armor(), leak_level(), m_bad, m_warning, Creature::mod_pain(), mod_power_level(), mod_rad(), mutate(), calendar::once_every(), one_in(), pos(), reactor_plut, rng(), set_healthy_mod(), set_rad(), slow_rad, stomach, tank_plut, trait_RADIOACTIVE1, trait_RADIOACTIVE2, trait_RADIOACTIVE3, trait_RADIOGENIC, vomit(), worn_with_flag(), and x_in_y().

Referenced by suffer().

◆ suffer_from_schizophrenia()

void Character::suffer_from_schizophrenia ( )
private

Definition at line 429 of file suffer.cpp.

430{
431 std::string i_name_w;
432 if( !weapon.is_null() ) {
433 i_name_w = weapon.has_var( "item_label" ) ? weapon.get_var( "item_label" ) :
434 //~ %1$s: weapon name
435 string_format( _( "your %1$s" ), weapon.type_name() );
436 }
437 // Start with the effects that both NPCs and avatars can suffer from
438 // Delusions
439 if( one_turn_in( 8_hours ) ) {
440 if( rng( 1, 20 ) > 5 ) { // 75% chance
441 const translation snip = SNIPPET.random_from_category( "schizo_delusion_paranoid" ).value_or(
442 translation() );
443 add_msg_if_player( m_warning, "%s", snip );
444 add_morale( MORALE_FEELING_BAD, -20, -100 );
445 } else { // 25% chance
446 const translation snip = SNIPPET.random_from_category( "schizo_delusion_grandiose" ).value_or(
447 translation() );
448 add_msg_if_player( m_good, "%s", snip );
450 }
451 return;
452 }
453 // Formication
454 if( one_turn_in( 6_hours ) ) {
455 const translation snip = SNIPPET.random_from_category( "schizo_formication" ).value_or(
456 translation() );
457 body_part bp = random_body_part( true );
458 add_effect( effect_formication, 45_minutes, bp );
459 add_msg_if_player( m_bad, "%s", snip );
460 return;
461 }
462 // Numbness
463 if( one_turn_in( 4_hours ) ) {
464 add_msg_if_player( m_bad, _( "You suddenly feel so numb…" ) );
465 mod_painkiller( 25 );
466 return;
467 }
468 // Hallucination
469 if( one_turn_in( 6_hours ) ) {
470 add_effect( effect_hallu, 6_hours );
471 return;
472 }
473 // Visuals
474 if( one_turn_in( 2_hours ) ) {
475 add_effect( effect_visuals, rng( 15_turns, 60_turns ) );
476 return;
477 }
478 // Shaking
479 if( !has_effect( effect_valium ) && one_turn_in( 4_hours ) ) {
480 add_msg_player_or_npc( m_bad, _( "You start to shake uncontrollably." ),
481 _( "<npcname> starts to shake uncontrollably." ) );
482 add_effect( effect_shakes, rng( 2_minutes, 5_minutes ) );
483 return;
484 }
485 // Shout
486 if( one_turn_in( 4_hours ) ) {
487 shout( SNIPPET.random_from_category( "schizo_self_shout" ).value_or( translation() ).translated() );
488 return;
489 }
490 // Drop weapon
491 if( one_turn_in( 2_days ) && !weapon.is_null() ) {
492 const translation snip = SNIPPET.random_from_category( "schizo_weapon_drop" ).value_or(
493 translation() );
494 std::string str = string_format( snip, i_name_w );
495 str[0] = toupper( str[0] );
496
497 add_msg_if_player( m_bad, "%s", str );
498 item_location loc( *this, &weapon );
499 drop( loc, pos() );
500 return;
501 }
502 // Talk to self
503 if( one_turn_in( 4_hours ) ) {
504 const translation snip = SNIPPET.random_from_category( "schizo_self_talk" ).value_or(
505 translation() );
506 add_msg( _( "%1$s says: \"%2$s\"" ), name, snip );
507 return;
508 }
509
510 // effects of this point are entirely internal, so NPCs can't suffer from them
511 if( is_npc() ) {
512 return;
513 }
514 // Sound
515 if( one_turn_in( 4_hours ) ) {
516 sound_hallu();
517 }
518 // Follower turns hostile
519 if( one_turn_in( 4_hours ) ) {
520 std::vector<shared_ptr_fast<npc>> followers = overmap_buffer.get_npcs_near_player( 12 );
521
522 std::string who_gets_angry = name;
523 if( !followers.empty() ) {
524 who_gets_angry = random_entry_ref( followers )->name;
525 }
526 add_msg( m_bad, _( "%1$s gets angry!" ), who_gets_angry );
527 return;
528 }
529
530 // Monster dies
531 if( one_turn_in( 6_hours ) ) {
532 // TODO: move to monster group json
533 static const std::array<mtype_id, 5> monsters = { {
535 }
536 };
537 add_msg( _( "%s dies!" ), random_entry_ref( monsters )->nname() );
538 return;
539 }
540
541 // Limb Breaks
542 if( one_turn_in( 4_hours ) ) {
543 const translation snip = SNIPPET.random_from_category( "broken_limb" ).value_or( translation() );
544 add_msg( m_bad, "%s", snip );
545 return;
546 }
547
548 // NPC chat
549 if( one_turn_in( 4_hours ) ) {
550 std::string i_name = Name::generate( one_in( 2 ) );
551
552 std::string i_talk = SNIPPET.expand( SNIPPET.random_from_category( "<lets_talk>" ).value_or(
553 translation() ).translated() );
554 parse_tags( i_talk, *this, *this );
555
556 add_msg( _( "%1$s says: \"%2$s\"" ), i_name, i_talk );
557 return;
558 }
559
560 // Skill raise
561 if( one_turn_in( 12_hours ) ) {
562 skill_id raised_skill = Skill::random_skill();
563 add_msg( m_good, _( "You increase %1$s to level %2$d." ), raised_skill.obj().name(),
564 get_skill_level( raised_skill ) + 1 );
565 return;
566 }
567
568 // Talking weapon
569 if( !weapon.is_null() ) {
570 // If player has a weapon, picks a message from said weapon
571 // Weapon tells player to kill a monster if any are nearby
572 // Weapon is concerned for player if bleeding
573 // Weapon is concerned for itself if damaged
574 // Otherwise random chit-chat
575 std::vector<weak_ptr_fast<monster>> mons = g->all_monsters().items;
576
577 std::string i_talk_w;
578 bool does_talk = false;
579 if( !mons.empty() && one_turn_in( 12_minutes ) ) {
580 std::vector<std::string> seen_mons;
581 for( weak_ptr_fast<monster> &n : mons ) {
582 if( sees( *n.lock() ) ) {
583 seen_mons.emplace_back( n.lock()->get_name() );
584 }
585 }
586 if( !seen_mons.empty() ) {
587 const translation talk_w = SNIPPET.random_from_category( "schizo_weapon_talk_monster" ).value_or(
588 translation() );
589 i_talk_w = string_format( talk_w, random_entry_ref( seen_mons ) );
590 does_talk = true;
591 }
592 }
593 if( !does_talk && has_effect( effect_bleed ) && one_turn_in( 5_minutes ) ) {
594 i_talk_w = SNIPPET.random_from_category( "schizo_weapon_talk_bleeding" ).value_or(
595 translation() ).translated();
596 does_talk = true;
597 } else if( weapon.damage() >= weapon.max_damage() / 3 && one_turn_in( 1_hours ) ) {
598 i_talk_w = SNIPPET.random_from_category( "schizo_weapon_talk_damaged" ).value_or(
599 translation() ).translated();
600 does_talk = true;
601 } else if( one_turn_in( 4_hours ) ) {
602 i_talk_w = SNIPPET.random_from_category( "schizo_weapon_talk_misc" ).value_or(
603 translation() ).translated();
604 does_talk = true;
605 }
606 if( does_talk ) {
607 add_msg( _( "%1$s says: \"%2$s\"" ), i_name_w, i_talk_w );
608 return;
609 }
610 }
611}
void sound_hallu()
Creates an auditory hallucination.
Definition: suffer.cpp:1706
static skill_id random_skill()
Definition: skill.cpp:192
double get_var(const std::string &name, double default_value) const
Definition: item.cpp:1021
int max_damage() const
Maximum amount of damage to an item (state before destroyed)
Definition: item.cpp:6055
bool has_var(const std::string &name) const
Whether the variable is defined at all.
Definition: item.cpp:1066
int damage() const
How much damage has the item sustained?
Definition: item.cpp:692
std::vector< shared_ptr_fast< npc > > get_npcs_near_player(int radius)
Same as get_npcs_near(int,int,int,int) but uses player position as center.
std::string expand(const std::string &str) const
Expand the string by recursively replacing tags in angle brackets (<>) with random snippets from the ...
std::weak_ptr< T > weak_ptr_fast
Definition: memory_fast.h:17
void parse_tags(std::string &phrase, const Character &u, const Character &me, const itype_id &item_type=itype_id::NULL_ID())
Definition: npctalk.cpp:1571
static const efftype_id effect_bleed("bleed")
static const mtype_id mon_zombie_cop("mon_zombie_cop")
static const efftype_id effect_hallu("hallu")
static const mtype_id mon_zombie_fireman("mon_zombie_fireman")
static const mtype_id mon_zombie_fat("mon_zombie_fat")
static const mtype_id mon_zombie_soldier("mon_zombie_soldier")
static const mtype_id mon_zombie("mon_zombie")
static const efftype_id effect_valium("valium")

References _, Creature::add_effect(), add_morale(), add_msg(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), item::damage(), drop(), effect_bleed, effect_formication, effect_hallu, effect_shakes, effect_valium, effect_visuals, snippet_library::expand(), g, Name::generate(), overmapbuffer::get_npcs_near_player(), get_skill_level(), item::get_var(), Creature::has_effect(), item::has_var(), Creature::is_npc(), item::is_null(), m_bad, m_good, m_warning, item::max_damage(), mod_painkiller(), mon_zombie, mon_zombie_cop, mon_zombie_fat, mon_zombie_fireman, mon_zombie_soldier, MORALE_FEELING_BAD, MORALE_FEELING_GOOD, name, Skill::name(), string_id< T >::obj(), one_in(), one_turn_in(), overmap_buffer, parse_tags(), pos(), random_body_part(), random_entry_ref(), snippet_library::random_from_category(), Skill::random_skill(), rng(), sees(), shout(), SNIPPET, sound_hallu(), string_format(), item::type_name(), and weapon.

Referenced by suffer_while_awake().

◆ suffer_from_stimulants()

void Character::suffer_from_stimulants ( int  current_stim)
private

Definition at line 1334 of file suffer.cpp.

1335{
1336 // Stim +250 kills
1337 if( current_stim > 210 ) {
1338 if( one_turn_in( 2_minutes ) && !has_effect( effect_downed ) ) {
1339 add_msg_if_player( m_bad, _( "Your muscles spasm!" ) );
1340 if( !has_effect( effect_downed ) ) {
1341 add_msg_if_player( m_bad, _( "You fall to the ground!" ) );
1342 add_effect( effect_downed, rng( 6_turns, 20_turns ) );
1343 }
1344 }
1345 }
1346 if( current_stim > 110 ) {
1347 if( !has_effect( effect_shakes ) && calendar::once_every( 10_minutes ) ) {
1348 add_msg( _( "You shake uncontrollably." ) );
1349 add_effect( effect_shakes, 15_minutes + 1_turns );
1350 }
1351 }
1352 if( current_stim > 75 ) {
1353 if( calendar::once_every( 5_minutes ) && !has_effect( effect_nausea ) ) {
1354 add_msg( _( "You feel nauseous…" ) );
1355 add_effect( effect_nausea, 5_minutes );
1356 }
1357 }
1358
1359 //stim -200 or painkillers 240 kills
1360 if( current_stim < -160 || get_painkiller() > 200 ) {
1361 if( one_turn_in( 3_minutes ) && !in_sleep_state() ) {
1362 add_msg_if_player( m_bad, _( "You black out!" ) );
1363 const time_duration dur = rng( 30_minutes, 60_minutes );
1364 add_effect( effect_downed, dur );
1365 fall_asleep( dur );
1366 }
1367 }
1368 if( current_stim < -60 || get_painkiller() > 130 ) {
1369 if( calendar::once_every( 10_minutes ) ) {
1370 add_msg( m_warning, _( "You feel tired…" ) );
1371 mod_fatigue( rng( 1, 2 ) );
1372 }
1373 }
1374}
static const efftype_id effect_nausea("nausea")

References _, Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), effect_downed, effect_nausea, effect_shakes, fall_asleep(), get_painkiller(), Creature::has_effect(), in_sleep_state(), m_bad, m_warning, mod_fatigue(), calendar::once_every(), one_turn_in(), and rng().

Referenced by suffer().

◆ suffer_from_sunburn()

void Character::suffer_from_sunburn ( )
private

Definition at line 806 of file suffer.cpp.

807{
809 return;
810 }
811
812 std::string sunlight_effect;
814 // Albinism and datura have the same effects, once per minute on average
815 if( !one_turn_in( 1_minutes ) ) {
816 return;
817 }
818 sunlight_effect = _( "The sunlight is really irritating" );
819 } else if( has_trait( trait_SUNBURN ) ) {
820 // Sunburn effects occur about 3 times per minute
821 if( !one_turn_in( 20_seconds ) ) {
822 return;
823 }
824 sunlight_effect = _( "The sunlight burns" );
825 }
826
827 // Sunglasses can keep the sun off the eyes.
828 if( !has_bionic( bio_sunglasses ) &&
829 !( wearing_something_on( bodypart_id( "eyes" ) ) &&
831 add_msg_if_player( m_bad, _( "%s your eyes." ), sunlight_effect );
832 // Pain (1/60) or loss of focus (59/60)
833 if( one_turn_in( 1_minutes ) ) {
834 mod_pain( 1 );
835 } else {
836 focus_pool --;
837 }
838 }
839 // Umbrellas can keep the sun off the skin
840 if( weapon.has_flag( "RAIN_PROTECT" ) ) {
841 return;
842 }
843
844 std::map<bodypart_id, float> bp_exposure = bodypart_exposure();
845
846 // Minimum exposure threshold for pain
847 const float MIN_EXPOSURE = 0.01f;
848 // Count how many body parts are above the threshold
849 int count_affected_bp = 0;
850 // Get the most exposed body part, and how exposed it is. This is to tell the player what body
851 // part is most irritated by sun, so they know what needs to be covered up better.
852 bodypart_id most_exposed_bp;
853 float max_exposure = 0.0f;
854 // Check each bodypart with exposure above the minimum
855 for( const std::pair<const bodypart_id, float> &bp_exp : bp_exposure ) {
856 const float exposure = bp_exp.second;
857 // Skip minimally-exposed parts, and skip the eyes (handled by sunglasses)
858 if( exposure <= MIN_EXPOSURE || bp_exp.first == bodypart_id( "eyes" ) ) {
859 continue;
860 }
861 ++count_affected_bp;
862 if( exposure > max_exposure ) {
863 max_exposure = exposure;
864 most_exposed_bp = bp_exp.first;
865 }
866 }
867
868 // If all body parts are protected, there is no suffering
869 if( count_affected_bp == 0 || !most_exposed_bp ) {
870 return;
871 }
872
873 // Check if both arms/legs are affected
874 int count_limbs = 1;
875 const bodypart_id &other_bp = most_exposed_bp->opposite_part;
876 const bodypart_id &other_bp_rev = other_bp->opposite_part;
877 // If these are different, we have a left/right part like a leg or arm.
878 // If same, it's a central body part with no opposite, like head or torso.
879 // Only used to generate a simpler message when both arms or both legs are affected.
880 if( other_bp != other_bp_rev ) {
881 const auto found = bp_exposure.find( other_bp );
882 // Is opposite part exposed?
883 if( found != bp_exposure.end() && found->second > MIN_EXPOSURE ) {
884 ++count_limbs;
885 }
886 }
887 // Get singular or plural body part name; append "and other body parts" if appropriate
888 std::string bp_name = body_part_name( most_exposed_bp, count_limbs );
889 if( count_affected_bp == count_limbs ) {
890 add_msg_if_player( m_bad, _( "%s your %s." ), sunlight_effect, bp_name );
891 } else {
892 add_msg_if_player( m_bad, _( "%s your %s and other body parts." ), sunlight_effect,
893 bp_name );
894 }
895
896 // Wake up from skin irritation/burning
897 if( has_effect( effect_sleep ) ) {
898 wake_up();
899 }
900
901 // Solar Sensitivity (SUNBURN) trait causes injury to exposed parts
902 if( has_trait( trait_SUNBURN ) ) {
903 mod_pain( 1 );
904 // Check exposure of all body parts
905 for( const std::pair<const bodypart_id, float> &bp_exp : bp_exposure ) {
906 const bodypart_id &this_part = bp_exp.first;
907 const float exposure = bp_exp.second;
908 // Skip parts with adequate protection
909 if( exposure <= MIN_EXPOSURE ) {
910 continue;
911 }
912 // Don't damage eyes directly, since it takes from head HP (in other words, your head
913 // won't be destroyed if only your eyes are exposed).
914 if( this_part == bodypart_id( "eyes" ) ) {
915 continue;
916 }
917 // Exposure percentage determines likelihood of injury
918 // 10% exposure is 10% chance of injury, naked = 100% chance
919 if( x_in_y( exposure, 1.0 ) ) {
920 // Because hands and feet share an HP pool with arms and legs, and the mouth shares
921 // an HP pool with the head, those parts take an unfair share of damage in relation
922 // to the torso, which only has one part. Increase torso damage to balance this.
923 if( this_part == bodypart_id( "torso" ) ) {
924 apply_damage( nullptr, this_part, 2 );
925 } else {
926 apply_damage( nullptr, this_part, 1 );
927 }
928 }
929 }
930 } else {
931 // Albinism/datura causes pain (1/60) or focus loss (59/60)
932 if( one_turn_in( 1_minutes ) ) {
933 mod_pain( 1 );
934 } else {
935 focus_pool --;
936 }
937 }
938}
std::map< bodypart_id, float > bodypart_exposure()
Map body parts to their total exposure, from 0.0 (fully covered) to 1.0 (buck naked).
Definition: suffer.cpp:779
static const trait_id trait_ALBINO("ALBINO")
static const std::string flag_BLIND("BLIND")
static const trait_id trait_SUNBURN("SUNBURN")
static const std::string flag_SUN_GLASSES("SUN_GLASSES")
static const bionic_id bio_sunglasses("bio_sunglasses")

References _, Creature::add_msg_if_player(), apply_damage(), bio_sunglasses, body_part_name(), bodypart_exposure(), effect_datura, effect_sleep, flag_BLIND(), flag_SUN_GLASSES(), focus_pool, has_bionic(), Creature::has_effect(), item::has_flag(), has_trait(), m_bad, Creature::mod_pain(), one_turn_in(), trait_ALBINO, trait_SUNBURN, wake_up(), weapon, wearing_something_on(), worn_with_flag(), and x_in_y().

Referenced by suffer_in_sunlight().

◆ suffer_in_sunlight()

void Character::suffer_in_sunlight ( )
private

Definition at line 714 of file suffer.cpp.

715{
716 double sleeve_factor = armwear_factor();
717 const bool has_hat = wearing_something_on( bodypart_id( "head" ) );
718 const bool leafy = has_trait( trait_LEAVES ) || has_trait( trait_LEAVES2 ) ||
720 const bool leafier = has_trait( trait_LEAVES2 ) || has_trait( trait_LEAVES3 );
721 const bool leafiest = has_trait( trait_LEAVES3 );
722 int sunlight_nutrition = 0;
723 if( leafy && g->m.is_outside( pos() ) && ( g->light_level( pos().z ) >= 40 ) ) {
724 const float weather_factor = ( get_weather().weather_id->sun_intensity >=
725 sun_intensity_type::normal ) ? 1.0 : 0.5;
726 const int player_local_temp = get_weather().get_temperature( pos() );
727 int flux = ( player_local_temp - 65 ) / 2;
728 if( !has_hat ) {
729 sunlight_nutrition += ( 100 + flux ) * weather_factor;
730 }
731 if( leafier ) {
732 int rate = ( ( 100 * sleeve_factor ) + flux ) * 2;
733 sunlight_nutrition += ( rate * ( leafiest ? 2 : 1 ) ) * weather_factor;
734 }
735 }
736
737 if( x_in_y( sunlight_nutrition, 18000 ) ) {
738 vitamin_mod( vitamin_id( "vitA" ), 1, true );
739 vitamin_mod( vitamin_id( "vitC" ), 1, true );
740 }
741
742 if( x_in_y( sunlight_nutrition, 12000 ) ) {
743 mod_stored_kcal( 10 );
744 stomach.ate();
745 }
746
747 if( !g->is_in_sunlight( pos() ) ) {
748 return;
749 }
750
753 }
754
756 get_weather().weather_id->sun_intensity >= sun_intensity_type::high ) {
757 mod_str_bonus( -1 );
758 mod_dex_bonus( -1 );
759 add_miss_reason( _( "The sunlight distracts you." ), 1 );
760 mod_int_bonus( -1 );
761 mod_per_bonus( -1 );
762 }
763 if( has_trait( trait_TROGLO2 ) ) {
764 mod_str_bonus( -1 );
765 mod_dex_bonus( -1 );
766 add_miss_reason( _( "The sunlight distracts you." ), 1 );
767 mod_int_bonus( -1 );
768 mod_per_bonus( -1 );
769 }
770 if( has_trait( trait_TROGLO3 ) ) {
771 mod_str_bonus( -4 );
772 mod_dex_bonus( -4 );
773 add_miss_reason( _( "You can't stand the sunlight!" ), 4 );
774 mod_int_bonus( -4 );
775 mod_per_bonus( -4 );
776 }
777}
void suffer_from_sunburn()
Definition: suffer.cpp:806
double armwear_factor() const
Same as footwear factor, but for arms.
Definition: character.cpp:8916
weather_type_id weather_id
Definition: weather.h:193
sun_intensity_type sun_intensity
Definition: weather_type.h:121
static const trait_id trait_LEAVES("LEAVES")
static const trait_id trait_TROGLO3("TROGLO3")
static const trait_id trait_LEAVES2("LEAVES2")
static const trait_id trait_TROGLO("TROGLO")
static const trait_id trait_TROGLO2("TROGLO2")
static const trait_id trait_LEAVES3("LEAVES3")

References _, add_miss_reason(), armwear_factor(), stomach_contents::ate(), effect_datura, g, weather_manager::get_temperature(), get_weather(), Creature::has_effect(), has_trait(), high, mod_dex_bonus(), mod_int_bonus(), mod_per_bonus(), mod_stored_kcal(), mod_str_bonus(), normal, pos(), stomach, suffer_from_sunburn(), weather_type::sun_intensity, trait_ALBINO, trait_LEAVES, trait_LEAVES2, trait_LEAVES3, trait_SUNBURN, trait_TROGLO, trait_TROGLO2, trait_TROGLO3, vitamin_mod(), wearing_something_on(), weather_manager::weather_id, and x_in_y().

Referenced by suffer().

◆ suffer_mutation_power()

void Character::suffer_mutation_power ( const mutation_branch mdata,
Character::trait_data tdata 
)
private

Definition at line 202 of file suffer.cpp.

204{
205 if( tdata.powered && tdata.charge > 0 ) {
206 // Already-on units just lose a bit of charge
207 tdata.charge--;
208 } else {
209 // Not-on units, or those with zero charge, have to pay the power cost
210 if( mdata.cooldown > 0 ) {
211 tdata.powered = true;
212 tdata.charge = mdata.cooldown - 1;
213 }
214 if( mdata.hunger ) {
215 // does not directly modify hunger, but burns kcal
216 mod_stored_nutr( mdata.cost );
219 _( "You're too malnourished to keep your %s going." ),
220 mdata.name() );
221 tdata.powered = false;
222 }
223 }
224 if( mdata.thirst ) {
225 mod_thirst( mdata.cost );
226 // Well into Dehydrated
229 _( "You're too dehydrated to keep your %s going." ),
230 mdata.name() );
231 tdata.powered = false;
232 }
233 }
234 if( mdata.fatigue ) {
235 mod_fatigue( mdata.cost );
236 // Exhausted
239 _( "You're too exhausted to keep your %s going." ),
240 mdata.name() );
241 tdata.powered = false;
242 }
243 }
244 if( !tdata.powered ) {
245 apply_mods( mdata.id, false );
246 }
247 }
248}
virtual void mod_stored_nutr(int nnutr)
Definition: character.cpp:4299
constexpr float underweight
int charge
Time (in turns) until the mutation increase hunger/thirst/fatigue according to its cost (mutation_bra...
Definition: character.h:2108

References _, Creature::add_msg_if_player(), apply_mods(), bmi(), Character::trait_data::charge, mutation_branch::cooldown, mutation_branch::cost, dehydrated, exhausted, mutation_branch::fatigue, get_fatigue(), get_thirst(), mutation_branch::hunger, mutation_branch::id, m_warning, mod_fatigue(), mod_stored_nutr(), mod_thirst(), mutation_branch::name(), Character::trait_data::powered, mutation_branch::thirst, and character_weight_category::underweight.

Referenced by suffer().

◆ suffer_water_damage()

void Character::suffer_water_damage ( const mutation_branch mdata)
private

suffer() subcalls

Definition at line 182 of file suffer.cpp.

183{
184 for( const std::pair<const bodypart_str_id, bodypart> &elem : get_body() ) {
185 const float wetness_percentage = static_cast<float>( body_wetness[elem.first->token] ) /
186 drench_capacity[elem.first->token];
187 const int dmg = mdata.weakness_to_water * wetness_percentage;
188 if( dmg > 0 ) {
189 apply_damage( nullptr, elem.first, dmg );
190 add_msg_player_or_npc( m_bad, _( "Your %s is damaged by the water." ),
191 _( "<npcname>'s %s is damaged by the water." ),
192 body_part_name( elem.first ) );
193 } else if( dmg < 0 && elem.second.is_at_max_hp() ) {
194 heal( elem.first, std::abs( dmg ) );
195 add_msg_player_or_npc( m_good, _( "Your %s is healed by the water." ),
196 _( "<npcname>'s %s is healed by the water." ),
197 body_part_name( elem.first ) );
198 }
199 }
200}
int weakness_to_water
maximum damage dealt by water every minute when wet.
Definition: mutation.h:185

References _, Creature::add_msg_player_or_npc(), apply_damage(), body_part_name(), body_wetness, drench_capacity, Creature::get_body(), heal(), m_bad, m_good, and mutation_branch::weakness_to_water.

Referenced by suffer().

◆ suffer_while_awake()

void Character::suffer_while_awake ( int  current_stim)
private

Definition at line 300 of file suffer.cpp.

301{
303 ( weight_carried() > 4 * weight_capacity() ) ) {
304 if( has_effect( effect_downed ) ) {
305 add_effect( effect_downed, 1_turns, num_bp, 0 );
306 } else {
307 add_effect( effect_downed, 2_turns, num_bp, 0 );
308 }
309 }
312 }
316 }
317
319 if( one_turn_in( 8_hours ) ) {
320 add_msg( m_bad,
321 _( "You're suddenly overcome with the urge to sleep and you pass out." ) );
322 fall_asleep( 20_minutes );
323 }
324 }
325
327 if( current_stim > 50 && one_in( to_turns<int>( 30_minutes ) - ( current_stim * 6 ) ) ) {
328 add_effect( effect_shakes, 30_minutes + 1_turns * current_stim );
329 } else if( ( get_kcal_percent() < 0.95f ) &&
330 one_turn_in( 60_minutes - 1_seconds * ( max_stored_kcal() - get_stored_kcal() ) ) ) {
331 add_effect( effect_shakes, 40_minutes );
332 }
333 }
334
335 if( has_trait( trait_MOODSWINGS ) && one_turn_in( 6_hours ) ) {
336 if( rng( 1, 20 ) > 9 ) {
337 // 55% chance
338 add_morale( MORALE_MOODSWING, -100, -500 );
339 } else {
340 // 45% chance
341 add_morale( MORALE_MOODSWING, 100, 500 );
342 }
343 }
344
345 if( has_trait( trait_VOMITOUS ) && one_turn_in( 7_hours ) ) {
346 vomit();
347 }
348
349 if( has_trait( trait_SHOUT1 ) && one_turn_in( 6_hours ) ) {
350 shout();
351 }
352 if( has_trait( trait_SHOUT2 ) && one_turn_in( 4_hours ) ) {
353 shout();
354 }
355 if( has_trait( trait_SHOUT3 ) && one_turn_in( 3_hours ) ) {
356 shout();
357 }
358 if( has_trait( trait_M_SPORES ) && one_turn_in( 4_hours ) ) {
359 spores();
360 }
361 if( has_trait( trait_M_BLOSSOMS ) && one_turn_in( 3_hours ) ) {
362 blossoms();
363 }
364}
void suffer_from_chemimbalance()
Definition: suffer.cpp:366
void suffer_from_schizophrenia()
Definition: suffer.cpp:429
@ AEP_SCHIZO
Definition: enums.h:128
const morale_type MORALE_MOODSWING("morale_moodswing")
static const trait_id trait_JITTERY("JITTERY")
static const trait_id trait_SHOUT1("SHOUT1")
static const trait_id trait_NARCOLEPTIC("NARCOLEPTIC")
static const efftype_id effect_took_thorazine("took_thorazine")
static const trait_id trait_SHOUT2("SHOUT2")
static const trait_id trait_VOMITOUS("VOMITOUS")
static const trait_id trait_DEBUG_STORAGE("DEBUG_STORAGE")
static const trait_id trait_CHEMIMBALANCE("CHEMIMBALANCE")
static const trait_id trait_M_BLOSSOMS("M_BLOSSOMS")
static const trait_id trait_SHOUT3("SHOUT3")
static const trait_id trait_SCHIZOPHRENIC("SCHIZOPHRENIC")
static const trait_id trait_M_SPORES("M_SPORES")
static const trait_id trait_MOODSWINGS("MOODSWINGS")

References _, Creature::add_effect(), add_morale(), add_msg(), AEP_SCHIZO, blossoms(), effect_downed, effect_shakes, effect_took_thorazine, fall_asleep(), get_kcal_percent(), get_stored_kcal(), has_artifact_with(), Creature::has_effect(), has_trait(), m_bad, max_stored_kcal(), MORALE_MOODSWING, num_bp, one_in(), one_turn_in(), rng(), shout(), spores(), suffer_from_chemimbalance(), suffer_from_schizophrenia(), trait_CHEMIMBALANCE, trait_DEBUG_STORAGE, trait_JITTERY, trait_M_BLOSSOMS, trait_M_SPORES, trait_MOODSWINGS, trait_NARCOLEPTIC, trait_SCHIZOPHRENIC, trait_SHOUT1, trait_SHOUT2, trait_SHOUT3, trait_VOMITOUS, vomit(), weight_capacity(), and weight_carried().

Referenced by suffer().

◆ suffer_while_underwater()

void Character::suffer_while_underwater ( )
private

Definition at line 250 of file suffer.cpp.

251{
253 oxygen--;
254 }
255 if( oxygen < 12 && worn_with_flag( "REBREATHER" ) ) {
256 oxygen += 12;
257 }
258 if( oxygen <= 5 ) {
259 if( has_bionic( bio_gills ) && get_power_level() >= 25_kJ ) {
260 oxygen += 5;
261 mod_power_level( -25_kJ );
262 } else {
263 add_msg_if_player( m_bad, _( "You're drowning!" ) );
264 apply_damage( nullptr, bodypart_id( "torso" ), rng( 1, 4 ) );
265 }
266 }
267 if( has_trait( trait_FRESHWATEROSMOSIS ) && !g->m.has_flag_ter( "SALT_WATER", pos() ) &&
269 mod_thirst( -1 );
270 }
271}
static const trait_id trait_FRESHWATEROSMOSIS("FRESHWATEROSMOSIS")
static const trait_id trait_GILLS_CEPH("GILLS_CEPH")
static const trait_id trait_GILLS("GILLS")

References _, Creature::add_msg_if_player(), apply_damage(), bio_gills, g, get_power_level(), get_thirst(), has_bionic(), has_trait(), m_bad, mod_power_level(), mod_thirst(), oxygen, pos(), rng(), trait_FRESHWATEROSMOSIS, trait_GILLS, trait_GILLS_CEPH, turgid, and worn_with_flag().

Referenced by suffer().

◆ suffer_without_sleep()

void Character::suffer_without_sleep ( int  sleep_deprivation)
private

Definition at line 1376 of file suffer.cpp.

1377{
1378 if( has_effect( effect_meth ) ) {
1379 return;
1380 }
1381 // redo as a snippet?
1383 if( one_turn_in( 50_minutes ) ) {
1384 switch( dice( 1, 4 ) ) {
1385 default:
1386 case 1:
1387 add_msg_player_or_npc( m_warning, _( "You tiredly rub your eyes." ),
1388 _( "<npcname> tiredly rubs their eyes." ) );
1389 break;
1390 case 2:
1391 add_msg_player_or_npc( m_warning, _( "You let out a small yawn." ),
1392 _( "<npcname> lets out a small yawn." ) );
1393 break;
1394 case 3:
1395 add_msg_player_or_npc( m_warning, _( "You stretch your back." ),
1396 _( "<npcname> stretches their back." ) );
1397 break;
1398 case 4:
1399 add_msg_player_or_npc( m_warning, _( "You feel mentally tired." ),
1400 _( "<npcname> lets out a huge yawn." ) );
1401 break;
1402 }
1403 }
1404 }
1405 // Minor discomfort
1407 if( one_turn_in( 75_minutes ) ) {
1408 add_msg_if_player( m_warning, _( "You feel lightheaded for a moment." ) );
1409 moves -= 10;
1410 }
1411 if( one_turn_in( 100_minutes ) ) {
1412 add_msg_if_player( m_warning, _( "Your muscles spasm uncomfortably." ) );
1413 mod_pain( 2 );
1414 }
1415 if( !has_effect( effect_visuals ) && one_turn_in( 150_minutes ) ) {
1416 add_msg_if_player( m_warning, _( "Your vision blurs a little." ) );
1417 add_effect( effect_visuals, rng( 1_minutes, 5_minutes ) );
1418 }
1419 }
1420 // Slight disability
1422 if( one_turn_in( 75_minutes ) ) {
1423 add_msg_if_player( m_bad, _( "Your mind lapses into unawareness briefly." ) );
1424 moves -= rng( 20, 80 );
1425 }
1426 if( one_turn_in( 125_minutes ) ) {
1427 add_msg_if_player( m_bad, _( "Your muscles ache in stressfully unpredictable ways." ) );
1428 mod_pain( rng( 2, 10 ) );
1429 }
1430 if( one_turn_in( 5_hours ) ) {
1431 add_msg_if_player( m_bad, _( "You have a distractingly painful headache." ) );
1432 mod_pain( rng( 10, 25 ) );
1433 }
1434 }
1435 // Major disability, high chance of passing out also relevant
1437 if( !has_effect( effect_nausea ) && one_turn_in( 500_minutes ) ) {
1438 add_msg_if_player( m_bad, _( "You feel heartburn and an acid taste in your mouth." ) );
1439 mod_pain( 5 );
1440 add_effect( effect_nausea, rng( 5_minutes, 30_minutes ) );
1441 }
1442 if( one_turn_in( 5_hours ) ) {
1443 add_msg_if_player( m_bad, _( "Your mind is so tired that you feel you can't trust "
1444 "your eyes anymore." ) );
1445 add_effect( effect_hallu, rng( 5_minutes, 60_minutes ) );
1446 }
1447 if( !has_effect( effect_shakes ) && one_turn_in( 425_minutes ) ) {
1448 add_msg_if_player( m_bad, _( "Your muscles spasm uncontrollably, and you have "
1449 "trouble keeping your balance." ) );
1450 add_effect( effect_shakes, 15_minutes );
1451 } else if( has_effect( effect_shakes ) && one_turn_in( 75_seconds ) ) {
1452 moves -= 10;
1453 add_msg_player_or_npc( m_warning, _( "Your shaking legs make you stumble." ),
1454 _( "<npcname> stumbles." ) );
1455 if( !has_effect( effect_downed ) && one_in( 10 ) ) {
1456 add_msg_player_or_npc( m_bad, _( "You fall over!" ), _( "<npcname> falls over!" ) );
1457 add_effect( effect_downed, rng( 3_turns, 10_turns ) );
1458 }
1459 }
1460 }
1461}
int dice(int number, int sides)
Definition: rng.cpp:85
static const efftype_id effect_meth("meth")

References _, Creature::add_effect(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), dice(), effect_downed, effect_hallu, effect_meth, effect_nausea, effect_shakes, effect_visuals, harmless, Creature::has_effect(), m_bad, m_warning, major, minor, Creature::mod_pain(), Creature::moves, one_in(), one_turn_in(), rng(), serious, and sleep_deprivation.

Referenced by suffer().

◆ swim_speed()

int Character::swim_speed ( ) const

Returns the player's speed for swimming across water tiles.

Strength increases swim speed bonus from PAWS Strength increases swim speed bonus from PAWS_LARGE Strength increases swim speed bonus from swim_fins Strength increases swim speed bonus from WEBBED Swimming increases swim speed Strength increases swim speed Dexterity increases swim speed

Definition at line 877 of file character.cpp.

878{
879 int ret;
880 if( is_mounted() ) {
881 monster *mon = mounted_creature.get();
882 // no difference in swim speed by monster type yet.
883 // TODO: difference in swim speed by monster type.
884 // No monsters are currently mountable and can swim, though mods may allow this.
885 if( mon->swims() ) {
886 ret = 25;
887 ret += get_weight() / 120_gram - 50 * mon->get_size();
888 return ret;
889 }
890 }
891 const auto usable = exclusive_flag_coverage( "ALLOWS_NATURAL_ATTACKS" );
892 float hand_bonus_mult = ( usable.test( bp_hand_l ) ? 0.5f : 0.0f ) +
893 ( usable.test( bp_hand_r ) ? 0.5f : 0.0f );
894
895 // base swim speed.
896 ret = ( 440 * mutation_value( "movecost_swim_modifier" ) ) + weight_carried() /
897 ( 60_gram / mutation_value( "movecost_swim_modifier" ) ) - 50 * get_skill_level( skill_swimming );
898 /** @EFFECT_STR increases swim speed bonus from PAWS */
899 if( has_trait( trait_PAWS ) ) {
900 ret -= hand_bonus_mult * ( 20 + str_cur * 3 );
901 }
902 /** @EFFECT_STR increases swim speed bonus from PAWS_LARGE */
903 if( has_trait( trait_PAWS_LARGE ) ) {
904 ret -= hand_bonus_mult * ( 20 + str_cur * 4 );
905 }
906 /** @EFFECT_STR increases swim speed bonus from swim_fins */
907 if( worn_with_flag( "FIN", bodypart_id( "foot_l" ) ) ||
908 worn_with_flag( "FIN", bodypart_id( "foot_r" ) ) ) {
909 if( worn_with_flag( "FIN", bodypart_id( "foot_l" ) ) &&
910 worn_with_flag( "FIN", bodypart_id( "foot_r" ) ) ) {
911 ret -= ( 15 * str_cur );
912 } else {
913 ret -= ( 15 * str_cur ) / 2;
914 }
915 }
916 /** @EFFECT_STR increases swim speed bonus from WEBBED */
917 if( has_trait( trait_WEBBED ) ) {
918 ret -= hand_bonus_mult * ( 60 + str_cur * 5 );
919 }
920 /** @EFFECT_SWIMMING increases swim speed */
921 ret += ( 50 - get_skill_level( skill_swimming ) * 2 ) * ( ( encumb( bp_leg_l ) + encumb(
922 bp_leg_r ) ) / 10 );
923 ret += ( 80 - get_skill_level( skill_swimming ) * 3 ) * ( encumb( bp_torso ) / 10 );
924 if( get_skill_level( skill_swimming ) < 10 ) {
925 for( auto &i : worn ) {
926 ret += i.volume() / 125_ml * ( 10 - get_skill_level( skill_swimming ) );
927 }
928 }
929 /** @EFFECT_STR increases swim speed */
930
931 /** @EFFECT_DEX increases swim speed */
932 ret -= str_cur * 6 + dex_cur * 4;
933 if( worn_with_flag( "FLOTATION" ) ) {
934 ret = std::min( ret, 400 );
935 ret = std::max( ret, 200 );
936 }
937 // If (ret > 500), we can not swim; so do not apply the underwater bonus.
938 if( underwater && ret < 500 ) {
939 ret -= 50;
940 }
941
942 // Running movement mode while swimming means faster swim style, like crawlstroke
943 if( move_mode == CMM_RUN ) {
944 ret -= 80;
945 }
946 // Crouching movement mode while swimming means slower swim style, like breaststroke
947 if( move_mode == CMM_CROUCH ) {
948 ret += 50;
949 }
950
951 if( ret < 30 ) {
952 ret = 30;
953 }
954 return ret;
955}
static const skill_id skill_swimming("swimming")
static const trait_id trait_WEBBED("WEBBED")
static const trait_id trait_PAWS_LARGE("PAWS_LARGE")
static const trait_id trait_PAWS("PAWS")
bool swims() const
Definition: monster.cpp:926

References bp_hand_l, bp_hand_r, bp_leg_l, bp_leg_r, bp_torso, CMM_CROUCH, CMM_RUN, dex_cur, encumb(), exclusive_flag_coverage(), monster::get_size(), get_skill_level(), get_weight(), has_trait(), is_mounted(), mounted_creature, move_mode, mutation_value(), cata::hash64_detail::ret, skill_swimming, str_cur, monster::swims(), trait_PAWS, trait_PAWS_LARGE, trait_WEBBED, Creature::underwater, weight_carried(), worn, and worn_with_flag().

Referenced by avatar_action::move(), avatar_action::swim(), and game::vertical_move().

◆ switch_mutations()

void Character::switch_mutations ( const trait_id switched,
const trait_id target,
bool  start_powered 
)

Unset switched mutation and set target mutation instead.

Definition at line 184 of file mutation.cpp.

186{
187 unset_mutation( switched );
188 mutation_loss_effect( switched );
189
190 set_mutation( target );
191 my_mutations[target].powered = start_powered;
192 mutation_effect( target );
193}

References mutation_effect(), mutation_loss_effect(), my_mutations, set_mutation(), and unset_mutation().

Referenced by activate_mutation(), and deactivate_mutation().

◆ symbol()

const std::string & Character::symbol ( ) const
overridevirtual

Implements Creature.

Definition at line 509 of file character.cpp.

510{
511 static const std::string character_symbol( "@" );
512 return character_symbol;
513}

Referenced by anonymous_namespace{animation.cpp}::draw_hit_player_curses(), map_memory::load_legacy(), avatar::memorize_symbol(), mm_elem::operator==(), and mm_submap::serialize().

◆ symbol_color()

nc_color Character::symbol_color ( ) const
overridevirtual

Color's character's tile's background.

Implements Creature.

Definition at line 6103 of file character.cpp.

6104{
6105 nc_color basic = basic_symbol_color();
6106
6107 if( has_effect( effect_downed ) ) {
6108 return hilite( basic );
6109 } else if( has_effect( effect_grabbed ) ) {
6110 return cyan_background( basic );
6111 }
6112
6113 const auto &fields = get_map().field_at( pos() );
6114
6115 // Priority: electricity, fire, acid, gases
6116 bool has_elec = false;
6117 bool has_fire = false;
6118 bool has_acid = false;
6119 bool has_fume = false;
6120 for( const auto &field : fields ) {
6121 has_elec = field.first.obj().has_elec;
6122 if( has_elec ) {
6123 return hilite( basic );
6124 }
6125 has_fire = field.first.obj().has_fire;
6126 has_acid = field.first.obj().has_acid;
6127 has_fume = field.first.obj().has_fume;
6128 }
6129 if( has_fire ) {
6130 return red_background( basic );
6131 }
6132 if( has_acid ) {
6133 return green_background( basic );
6134 }
6135 if( has_fume ) {
6136 return white_background( basic );
6137 }
6138 if( in_sleep_state() ) {
6139 return hilite( basic );
6140 }
6141 return basic;
6142}
virtual nc_color basic_symbol_color() const =0
A variable sized collection of field entries on a given map square.
Definition: field.h:131
nc_color white_background(const nc_color &c)
Definition: color.cpp:521
nc_color green_background(const nc_color &c)
Definition: color.cpp:527
nc_color red_background(const nc_color &c)
Definition: color.cpp:515
nc_color cyan_background(const nc_color &c)
Definition: color.cpp:545
nc_color hilite(const nc_color &c)
Definition: color.cpp:509

References Creature::basic_symbol_color(), cyan_background(), effect_downed, effect_grabbed, map::field_at(), get_map(), green_background(), Creature::has_effect(), has_fire(), hilite(), in_sleep_state(), pos(), red_background(), and white_background().

Referenced by overmap_ui::draw_ascii(), anonymous_namespace{animation.cpp}::draw_hit_player_curses(), and game::list_monsters().

◆ temp_corrected_by_climate_control()

int Character::temp_corrected_by_climate_control ( int  temperature) const

Value of the body temperature corrected by climate control.

Definition at line 9552 of file character.cpp.

9553{
9554 const int variation = int( BODYTEMP_NORM * 0.5 );
9555 if( temperature < BODYTEMP_SCORCHING + variation &&
9556 temperature > BODYTEMP_FREEZING - variation ) {
9559 } else if( temperature > BODYTEMP_VERY_HOT ) {
9561 } else if( temperature > BODYTEMP_HOT ) {
9563 } else if( temperature < BODYTEMP_FREEZING ) {
9565 } else if( temperature < BODYTEMP_VERY_COLD ) {
9567 } else if( temperature < BODYTEMP_COLD ) {
9569 }
9570 }
9571 return temperature;
9572}

References BODYTEMP_COLD, BODYTEMP_FREEZING, BODYTEMP_HOT, BODYTEMP_NORM, BODYTEMP_SCORCHING, BODYTEMP_VERY_COLD, and BODYTEMP_VERY_HOT.

Referenced by update_bodytemp().

◆ temp_equalizer()

void Character::temp_equalizer ( const bodypart_id bp1,
const bodypart_id bp2 
)

Equalizes heat between body parts.

Definition at line 5672 of file character.cpp.

5673{
5674 // Body heat is moved around.
5675 // If bp1 is warmer, it will lose heat
5676 int diff = static_cast<int>( ( temp_cur[bp2->token] - temp_cur[bp1->token] ) * 0.001 );
5677 temp_cur[bp1->token] += diff;
5678 temp_cur[bp2->token] -= diff;
5679}

References temp_cur.

Referenced by update_bodytemp().

◆ throw_range()

int Character::throw_range ( const item it) const

Maximum thrown range with a given item, taking all active effects into account.

Strength determines maximum weight that can be thrown Strength increases throwing range, vs item weight (high or low) Strength caps throwing range Throw caps throwing range

Definition at line 6261 of file character.cpp.

6262{
6263 if( it.is_null() ) {
6264 return -1;
6265 }
6266
6267 item tmp = it;
6268
6269 if( tmp.count_by_charges() && tmp.charges > 1 ) {
6270 tmp.charges = 1;
6271 }
6272
6273 /** @EFFECT_STR determines maximum weight that can be thrown */
6274 if( ( tmp.weight() / 113_gram ) > static_cast<int>( str_cur * 15 ) ) {
6275 return 0;
6276 }
6277 // Increases as weight decreases until 150 g, then decreases again
6278 /** @EFFECT_STR increases throwing range, vs item weight (high or low) */
6279 int str_override = str_cur;
6280 if( is_mounted() ) {
6281 auto mons = mounted_creature.get();
6282 str_override = mons->mech_str_addition() != 0 ? mons->mech_str_addition() : str_cur;
6283 }
6284 int ret = ( str_override * 10 ) / ( tmp.weight() >= 150_gram ? tmp.weight() / 113_gram : 10 -
6285 static_cast<int>(
6286 tmp.weight() / 15_gram ) );
6287 ret -= tmp.volume() / 1_liter;
6288 static const std::set<material_id> affected_materials = { material_id( "iron" ), material_id( "steel" ) };
6289 if( has_active_bionic( bio_railgun ) && tmp.made_of_any( affected_materials ) ) {
6290 ret *= 2;
6291 }
6292 if( ret < 1 ) {
6293 return 1;
6294 }
6295 // Cap at double our strength + skill
6296 /** @EFFECT_STR caps throwing range */
6297
6298 /** @EFFECT_THROW caps throwing range */
6299 if( ret > str_override * 3 + get_skill_level( skill_throw ) ) {
6300 return str_override * 3 + get_skill_level( skill_throw );
6301 }
6302
6303 return ret;
6304}
static const bionic_id bio_railgun("bio_railgun")
static const skill_id skill_throw("throw")

References bio_railgun, item::charges, item::count_by_charges(), get_skill_level(), has_active_bionic(), is_mounted(), item::is_null(), item::made_of_any(), mounted_creature, cata::hash64_detail::ret, skill_throw, str_cur, item::volume(), and item::weight().

Referenced by npc::alt_attack(), target_handler::mode_throw(), and avatar_action::plthrow().

◆ toggle_trait()

void Character::toggle_trait ( const trait_id trait_)

Toggles a trait on the player and in their mutation list.

Definition at line 127 of file mutation.cpp.

128{
129 // Take copy of argument because it might be a reference into a container
130 // we're about to erase from.
131 // NOLINTNEXTLINE(performance-unnecessary-copy-initialization)
132 const trait_id trait = trait_;
133 const auto titer = my_traits.find( trait );
134 const auto miter = my_mutations.find( trait );
135 // These shouldn't be inlined, otherwise the sync check uses invalid iterators
136 bool no_trait = titer == my_traits.end();
137 bool no_mutation = miter == my_mutations.end();
138 if( no_trait ) {
139 my_traits.insert( trait );
140 } else {
141 my_traits.erase( titer );
142 }
143 if( no_trait != no_mutation ) {
144 debugmsg( "my_traits and my_mutations were out of sync for %s\n", trait.str() );
145 return;
146 }
147 if( no_mutation ) {
148 set_mutation( trait );
149 } else {
150 unset_mutation( trait );
151 }
152}

References debugmsg, my_mutations, my_traits, set_mutation(), string_id< T >::str(), and unset_mutation().

Referenced by add_traits(), clear_mutations(), avatar::create(), wish_mutate_callback::key(), avatar::randomize(), npc::randomize(), reset_scenario(), set_profession(), set_traits(), and gun_actor::shoot().

◆ trait_by_invlet()

trait_id Character::trait_by_invlet ( int  ch) const

Returns the trait id with the given invlet, or an empty string if no trait has that invlet.

Definition at line 629 of file mutation.cpp.

630{
631 for( const std::pair<const trait_id, trait_data> &mut : my_mutations ) {
632 if( mut.second.key == ch ) {
633 return mut.first;
634 }
635 }
636 return trait_id::NULL_ID();
637}

References my_mutations, and string_id< mutation_branch >::NULL_ID().

Referenced by player::power_mutations_ui().

◆ unarmed_attack()

bool Character::unarmed_attack ( ) const

True if unarmed or wielding a weapon with the UNARMED_WEAPON flag.

Definition at line 150 of file melee.cpp.

151{
152 const item &weap = used_weapon();
153 return weap.is_null() || weap.has_flag( "UNARMED_WEAPON" );
154}

References item::has_flag(), item::is_null(), and used_weapon().

Referenced by mattack::copbot(), has_weapon(), conditional_t< T >::set_can_stow_weapon(), and conditional_t< T >::set_has_weapon().

◆ unimpaired_range()

int Character::unimpaired_range ( ) const

Returns the player maximum vision range factoring in mutations, diseases, and other effects.

Definition at line 738 of file character.cpp.

739{
740 return std::min( sight_max, 60 );
741}

References sight_max.

Referenced by sees().

◆ uninstall_bionic() [1/2]

bool Character::uninstall_bionic ( const bionic target_cbm,
monster installer,
player patient,
float  adjusted_skill 
)

Used by monster to perform surgery.

Definition at line 2090 of file bionics.cpp.

2092{
2093 if( installer.ammo[itype_anesthetic] <= 0 ) {
2094 if( g->u.sees( installer ) ) {
2095 add_msg( _( "The %s's anesthesia kit looks empty." ), installer.name() );
2096 }
2097 return false;
2098 }
2099
2100 const itype_id itemtype = target_cbm.info().itype();
2101 int difficulty = itemtype.is_valid() ? itemtype->bionic->difficulty : BIONIC_NOITEM_DIFFICULTY;
2102 int chance_of_success = bionic_manip_cos( adjusted_skill, difficulty + 2 );
2103 int success = chance_of_success - rng( 1, 100 );
2104
2105 const time_duration duration = difficulty * 20_minutes;
2106 // don't stack up the effect
2107 if( !installer.has_effect( effect_operating ) ) {
2108 installer.add_effect( effect_operating, duration + 5_turns );
2109 }
2110
2111 if( patient.is_player() ) {
2112 add_msg( m_bad,
2113 _( "You feel a tiny pricking sensation in your right arm, and lose all sensation before abruptly blacking out." ) );
2114 } else if( g->u.sees( installer ) ) {
2115 add_msg( m_bad,
2116 _( "The %1$s gently inserts a syringe into %2$s's arm and starts injecting something while holding them down." ),
2117 installer.name(), patient.disp_name() );
2118 }
2119
2120 installer.ammo[itype_anesthetic] -= 1;
2121
2122 patient.add_effect( effect_narcosis, duration );
2123 patient.add_effect( effect_sleep, duration );
2124
2125 if( patient.is_player() ) {
2126 add_msg( _( "You fall asleep and %1$s starts operating." ), installer.disp_name() );
2127 } else if( g->u.sees( patient ) ) {
2128 add_msg( _( "%1$s falls asleep and %2$s starts operating." ), patient.disp_name(),
2129 installer.disp_name() );
2130 }
2131
2132 if( success > 0 ) {
2133
2134 if( patient.is_player() ) {
2135 add_msg( m_neutral, _( "Your parts are jiggled back into their familiar places." ) );
2136 add_msg( m_mixed, _( "Successfully removed %s." ), target_cbm.info().name );
2137 } else if( patient.is_npc() && g->u.sees( patient ) ) {
2138 add_msg( m_neutral, _( "%s's parts are jiggled back into their familiar places." ),
2139 patient.disp_name() );
2140 add_msg( m_mixed, _( "Successfully removed %s." ), target_cbm.info().name );
2141 }
2142
2143 // remove power bank provided by bionic
2144 patient.mod_max_power_level( -target_cbm.info().capacity );
2145 patient.remove_bionic( target_cbm.id );
2146 const itype_id iid = itemtype.is_valid() ? itemtype : itype_burnt_out_bionic;
2148 cbm.faults.emplace( fault_bionic_nonsterile );
2149 get_map().add_item( patient.pos(), cbm );
2150 } else {
2151 bionics_uninstall_failure( installer, patient, difficulty, success, adjusted_skill );
2152 }
2153
2154 return false;
2155}
static const efftype_id effect_sleep("sleep")
static const efftype_id effect_operating("operating")
static const itype_id itype_anesthetic("anesthetic")
std::map< itype_id, int > ammo
Definition: monster.h:512
std::string disp_name(bool possessive=false, bool capitalize_first=false) const override
Definition: monster.cpp:536
bool is_npc() const override
Definition: player.h:131

References _, Creature::add_effect(), monster::add_effect(), map::add_item(), add_msg(), monster::ammo, itype::bionic, bionic_manip_cos(), BIONIC_NOITEM_DIFFICULTY, bionics_uninstall_failure(), bionic_data::capacity, disp_name(), monster::disp_name(), effect_narcosis, effect_operating, effect_sleep, fault_bionic_nonsterile, item::faults, g, get_map(), Creature::has_effect(), bionic::id, bionic::info(), player::is_npc(), player::is_player(), string_id< T >::is_valid(), bionic_data::itype(), itype_anesthetic, itype_burnt_out_bionic, m_bad, m_mixed, m_neutral, mod_max_power_level(), bionic_data::name, monster::name(), pos(), remove_bionic(), rng(), calendar::start_of_cataclysm, and behavior::success.

◆ uninstall_bionic() [2/2]

bool Character::uninstall_bionic ( const bionic_id b_id,
player installer,
bool  autodoc = false,
int  skill_level = -1 
)

Initialize all the values needed to start the operation player_activity.

Definition at line 1985 of file bionics.cpp.

1987{
1988 // If malfunctioning bionics doesn't have associated item it gets predefined difficulty
1989 int difficulty = BIONIC_NOITEM_DIFFICULTY;
1990 if( b_id->itype().is_valid() ) {
1991 const itype *type = &*b_id->itype();
1992 if( type->bionic ) {
1993 difficulty = type->bionic->difficulty;
1994 }
1995 }
1996
1997 // removal of bionics adds +2 difficulty over installation
1998 float adjusted_skill;
1999 int pl_skill;
2000 if( autodoc ) {
2001 adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
2004 skill_level );
2005 pl_skill = installer.bionics_pl_skill( skill_firstaid,
2008 skill_level );
2009 } else {
2010 adjusted_skill = installer.bionics_adjusted_skill( skill_electronics,
2013 skill_level );
2014 pl_skill = installer.bionics_pl_skill( skill_electronics,
2017 skill_level );
2018 }
2019
2020 int chance_of_success = bionic_manip_cos( adjusted_skill, difficulty + 2 );
2021
2022 // Surgery is imminent, retract claws or blade if active
2023 for( size_t i = 0; i < installer.my_bionics->size(); i++ ) {
2024 const bionic &bio = ( *installer.my_bionics )[ i ];
2025 if( bio.powered && bio.info().has_flag( flag_BIONIC_WEAPON ) ) {
2026 installer.deactivate_bionic( i );
2027 }
2028 }
2029
2030 int success = chance_of_success - rng( 1, 100 );
2031 if( installer.has_trait( trait_DEBUG_BIONICS ) ) {
2032 perform_uninstall( b_id, difficulty, success, b_id->capacity, pl_skill );
2033 return true;
2034 }
2035 assign_activity( ACT_OPERATION, to_moves<int>( difficulty * 20_minutes ) );
2036
2037 activity.values.push_back( difficulty );
2038 activity.values.push_back( success );
2039 activity.values.push_back( units::to_kilojoule( b_id->capacity ) );
2040 activity.values.push_back( pl_skill );
2041 activity.str_values.push_back( "uninstall" );
2042 activity.str_values.push_back( b_id.str() );
2043 activity.str_values.push_back( "" ); // installer_name is unused for uninstall
2044 if( autodoc ) {
2045 activity.str_values.push_back( "true" );
2046 } else {
2047 activity.str_values.push_back( "false" );
2048 }
2049 for( const std::pair<const bodypart_str_id, int> &elem : b_id->occupied_bodyparts ) {
2050 add_effect( effect_under_op, difficulty * 20_minutes, elem.first->token, difficulty );
2051 }
2052
2053 return true;
2054}
void perform_uninstall(bionic_id bid, int difficulty, int success, const units::energy &power_lvl, int pl_skill)
Succes or failure of removal happens here.
Definition: bionics.cpp:2056

References ACT_OPERATION, activity, Creature::add_effect(), assign_activity(), iexamine::autodoc(), bionic_manip_cos(), BIONIC_NOITEM_DIFFICULTY, bionics_adjusted_skill(), bionics_pl_skill(), bionic_data::capacity, deactivate_bionic(), effect_under_op, flag_BIONIC_WEAPON, bionic_data::has_flag(), has_trait(), bionic::info(), string_id< T >::is_valid(), bionic_data::itype(), my_bionics, bionic_data::occupied_bodyparts, perform_uninstall(), bionic::powered, rng(), skill_computer, skill_electronics, skill_firstaid, skill_mechanics, string_id< T >::str(), player_activity::str_values, behavior::success, units::to_kilojoule(), trait_DEBUG_BIONICS, type, and player_activity::values.

Referenced by iexamine::autodoc().

◆ unset_mutation()

void Character::unset_mutation ( const trait_id trait_)

Definition at line 167 of file mutation.cpp.

168{
169 // Take copy of argument because it might be a reference into a container
170 // we're about to erase from.
171 // NOLINTNEXTLINE(performance-unnecessary-copy-initialization)
172 const trait_id trait = trait_;
173 const auto iter = my_mutations.find( trait );
174 if( iter == my_mutations.end() ) {
175 return;
176 }
177 my_mutations.erase( iter );
179 mutation_loss_effect( trait );
182}

References mutation_loss_effect(), my_mutations, rebuild_mutation_cache(), recalc_sight_limits(), and reset_encumbrance().

Referenced by clear_mutations(), wish_mutate_callback::key(), marloss_common(), mutate_towards(), iuse::mycus(), remove_mutation(), talk_effect_fun_t::set_remove_trait(), switch_mutations(), test_crossing_threshold(), toggle_trait(), and try_reject_mutagen().

◆ update_body() [1/2]

void Character::update_body ( )

Updates all "biology" by one turn.

Should be called once every turn.

Definition at line 4659 of file character.cpp.

4660{
4662}
void update_body()
Updates all "biology" by one turn.
Definition: character.cpp:4659

References calendar::turn, and update_body().

Referenced by game::do_turn(), npc::npc_update_body(), npc::on_load(), and update_body().

◆ update_body() [2/2]

void Character::update_body ( const time_point from,
const time_point to 
)

Updates all "biology" as if time between from and to passed.

Definition at line 4664 of file character.cpp.

4665{
4666 if( !is_npc() ) {
4667 update_stamina( to_turns<int>( to - from ) );
4668 }
4669 update_stomach( from, to );
4671 if( ticks_between( from, to, 3_minutes ) > 0 ) {
4672 magic->update_mana( *this->as_player(), to_turns<double>( 3_minutes ) );
4673 }
4674 const int five_mins = ticks_between( from, to, 5_minutes );
4675 if( five_mins > 0 ) {
4677 update_needs( five_mins );
4678 regen( five_mins );
4679 // Note: mend ticks once per 5 minutes, but wants rate in TURNS, not 5 minute intervals
4680 // TODO: change @ref med to take time_duration
4681 mend( five_mins * to_turns<int>( 5_minutes ) );
4682 }
4683 if( ticks_between( from, to, 24_hours ) > 0 ) {
4685 }
4686
4687 const int thirty_mins = ticks_between( from, to, 30_minutes );
4688 if( thirty_mins > 0 ) {
4689 // Radiation kills health even at low doses
4691 }
4692
4693 for( const auto &v : vitamin::all() ) {
4694 const time_duration rate = vitamin_rate( v.first );
4695 if( rate > 0_turns ) {
4696 int qty = ticks_between( from, to, rate );
4697 if( qty > 0 ) {
4698 vitamin_mod( v.first, 0 - qty );
4699 }
4700
4701 } else if( rate < 0_turns ) {
4702 // mutations can result in vitamins being generated (but never accumulated)
4703 int qty = ticks_between( from, to, -rate );
4704 if( qty > 0 ) {
4705 vitamin_mod( v.first, qty );
4706 }
4707 }
4708 }
4709
4710 do_skill_rust();
4711}
int ticks_between(const time_point &from, const time_point &to, const time_duration &tick_length)
Definition: character.cpp:4652
static const trait_id trait_RADIOGENIC("RADIOGENIC")
void check_needs_extremes()
Kills the player if too hungry, stimmed up etc., forces tired player to sleep and prints warnings.
Definition: character.cpp:4958
void do_skill_rust()
Definition: character.cpp:3513
void update_needs(int rate_multiplier)
Increases hunger, thirst, fatigue and stimulants wearing off.
Definition: character.cpp:4770
virtual void update_health(int external_modifiers=0)
Handles health fluctuations over time.
Definition: character.cpp:4615
void regen(int rate_multiplier)
Handles passive regeneration of pain and maybe hp.
Definition: character.cpp:4543
void update_stomach(const time_point &from, const time_point &to)
Updates the stomach to give accurate hunger messages.
Definition: character.cpp:4727
void mend(int rate_multiplier)
Handles the chance for broken limbs to spontaneously heal to 1 HP.
Definition: suffer.cpp:1603
time_duration vitamin_rate(const vitamin_id &vit) const
Get vitamin usage rate (minutes per unit) accounting for bionics, mutations and effects.
void enforce_minimum_healing()
Definition: character.cpp:4605
void update_stamina(int turns)
Regenerates stamina.
Definition: character.cpp:7265

References vitamin::all(), Creature::as_player(), check_needs_extremes(), do_skill_rust(), enforce_minimum_healing(), get_rad(), has_trait(), Creature::is_npc(), magic, mend(), recalculate_enchantment_cache(), regen(), ticks_between(), trait_RADIOGENIC, update_health(), update_needs(), update_stamina(), update_stomach(), vitamin_mod(), and vitamin_rate().

◆ update_bodytemp()

void Character::update_bodytemp ( const map m,
const weather_manager weather 
)

Maintains body temperature.

Calculations that affect all body parts equally go here, not in the loop

Source : http://www.atc.army.mil/weather/windchill.pdf

Temperature and wind chill are main factors, mitigated by clothing warmth. Each 10 warmth protects against 2C of cold.

1200 turns in low risk, + 3 tics 450 turns in moderate risk, + 8 tics 50 turns in high risk, +72 tics

Let's say frostnip @ 1800 tics, frostbite @ 3600 tics

Chunked into 8 parts (http://imgur.com/xlTPmJF)

– 2 hour risk – Between 30F and 10F Between 10F and -5F, less than 20mph, -4x + 3y - 20 > 0, x : F, y : mph – 45 minute risk – Between 10F and -5F, less than 20mph, -4x + 3y - 20 < 0, x : F, y : mph Between 10F and -5F, greater than 20mph Less than -5F, less than 10 mph Less than -5F, more than 10 mph, -4x + 3y - 170 > 0, x : F, y : mph – 5 minute risk – Less than -5F, more than 10 mph, -4x + 3y - 170 < 0, x : F, y : mph Less than -35F, more than 10 mp

Definition at line 5177 of file character.cpp.

5178{
5179 if( has_trait( trait_DEBUG_NOTEMP ) ) {
5180 temp_cur.fill( BODYTEMP_NORM );
5181 temp_conv.fill( BODYTEMP_NORM );
5182 return;
5183 }
5184 /* Cache calls to g->get_temperature( player position ), used in several places in function */
5185 const auto player_local_temp = weather.get_temperature( pos() );
5186 // NOTE : visit weather.h for some details on the numbers used
5187 // In Celsius / 100
5188 int Ctemperature = static_cast<int>( 100 * units::fahrenheit_to_celsius( player_local_temp ) );
5189 const w_point &weather_point = get_weather().get_precise();
5190 int vehwindspeed = 0;
5191 const optional_vpart_position vp = m.veh_at( pos() );
5192 if( vp ) {
5193 vehwindspeed = std::abs( vp->vehicle().velocity / 100 ); // vehicle velocity in mph
5194 }
5195 const oter_id &cur_om_ter = overmap_buffer.ter( global_omt_location() );
5196 bool sheltered = weather::is_sheltered( m, pos() );
5197 double total_windpower = get_local_windpower( weather.windspeed + vehwindspeed, cur_om_ter,
5198 pos(),
5199 weather.winddirection, sheltered );
5200 int air_humidity = get_local_humidity( weather_point.humidity, weather.weather_id,
5201 sheltered );
5202 // Let's cache this not to check it num_bp times
5203 const bool has_bark = has_trait( trait_BARK );
5204 const bool has_heatsink = has_bionic( bio_heatsink ) || is_wearing( itype_rm13_armor_on ) ||
5206 const bool has_climate_control = in_climate_control();
5207 const bool use_floor_warmth = can_use_floor_warmth();
5208 const cata::optional<vpart_reference> boardable = vp.part_with_feature( "BOARDABLE", true );
5209 // In bodytemp units
5210 const int ambient_norm = 1900 - BODYTEMP_NORM;
5211
5212 /**
5213 * Calculations that affect all body parts equally go here, not in the loop
5214 */
5215 const int sunlight_warmth = weather::is_in_sunlight( m, pos(), weather.weather_id )
5216 ? ( weather.weather_id->sun_intensity == sun_intensity_type::high ? 1000 : 500 )
5217 : 0;
5218 const int best_fire = get_heat_radiation( pos(), true );
5219 const bool pyromania = has_trait( trait_PYROMANIA );
5220
5221 const int lying_warmth = use_floor_warmth ? floor_warmth( pos() ) : 0;
5222 const int water_temperature_raw =
5223 100 * units::fahrenheit_to_celsius( weather.get_water_temperature( pos() ) );
5224 // Rescale so that 0C is 0 (FREEZING) and 30C is 5k (NORM).
5225 const int water_temperature = water_temperature_raw * 5 / 3;
5226
5227 // Correction of body temperature due to traits and mutations
5228 // Lower heat is applied always
5229 const int mutation_heat_low = bodytemp_modifier_traits( true );
5230 const int mutation_heat_high = bodytemp_modifier_traits( false );
5231 // Difference between high and low is the "safe" heat - one we only apply if it's beneficial
5232 const int mutation_heat_bonus = mutation_heat_high - mutation_heat_low;
5233
5234 // Note: this is included in @ref weather::get_temperature(), so don't add to bodytemp!
5235 const int h_radiation = get_heat_radiation( pos(), false );
5236
5237 // If you're standing in water, air temperature is replaced by water temperature. No wind.
5238 const ter_id ter_at_pos = m.ter( pos() );
5239 const bool submerged = !in_vehicle && ter_at_pos->has_flag( TFLAG_DEEP_WATER );
5240 const bool submerged_low = !in_vehicle && ( submerged || ter_at_pos->has_flag( TFLAG_SWIMMABLE ) );
5241
5242 std::map<bodypart_id, std::vector<const item *>> clothing_map;
5243 std::map<bodypart_id, std::vector<const item *>> bonus_clothing_map;
5244 for( const bodypart_id &bp : get_all_body_parts() ) {
5245 clothing_map.emplace( bp, std::vector<const item *>() );
5246 bonus_clothing_map.emplace( bp, std::vector<const item *>() );
5247 // HACK: we're using temp_conv here to temporarily save
5248 // temperature values from before equalization.
5249 temp_conv[bp->token] = temp_cur[bp->token];
5250 }
5251
5252 // EQUALIZATION
5253 // We run it outside the loop because we can and so we should
5254 // Also, it makes bonus heat application more stable
5255 // TODO: Affect future convection temperature instead (might require adding back to loop)
5261
5264
5267
5268 for( const item &it : worn ) {
5269 // TODO: Port body part set id changes
5270 const body_part_set &covered = it.get_covered_body_parts();
5271 for( size_t i = 0; i < num_bp; i++ ) {
5272 body_part token = static_cast<body_part>( i );
5273 if( covered.test( token ) ) {
5274 clothing_map[convert_bp( token )].emplace_back( &it );
5275 }
5276 if( it.has_flag( flag_HOOD ) ) {
5277 bonus_clothing_map[body_part_head].emplace_back( &it );
5278 }
5279 if( it.has_flag( flag_COLLAR ) ) {
5280 bonus_clothing_map[body_part_mouth].emplace_back( &it );
5281 }
5282 if( it.has_flag( flag_POCKETS ) ) {
5283 bonus_clothing_map[body_part_hand_l].emplace_back( &it );
5284 bonus_clothing_map[body_part_hand_r].emplace_back( &it );
5285 }
5286 }
5287 }
5288 // If player is wielding something large, pockets are not usable
5289 if( weapon.volume() >= 500_ml ) {
5290 bonus_clothing_map[body_part_hand_l].clear();
5291 bonus_clothing_map[body_part_hand_r].clear();
5292 }
5293 // If player's head is encumbered, hood can't be put up
5294 if( encumb( body_part_head->token ) >= 10 ) {
5295 bonus_clothing_map[body_part_head].clear();
5296 }
5297 // Similar for mouth
5298 if( encumb( body_part_mouth->token ) >= 10 ) {
5299 bonus_clothing_map[body_part_mouth].clear();
5300 }
5301
5302 std::map<bodypart_id, int> warmth_per_bp = warmth::from_clothing( clothing_map );
5303 std::map<bodypart_id, int> bonus_warmth_per_bp = warmth::bonus_from_clothing( bonus_clothing_map );
5304 for( const auto &pr : warmth::from_effects( *this ) ) {
5305 warmth_per_bp[pr.first] += pr.second;
5306 }
5307
5308 std::map<bodypart_id, int> wind_res_per_bp = warmth::wind_resistance_from_clothing( clothing_map );
5309 std::map<bodypart_id, int> wind_res_per_bp_bonus = warmth::wind_resistance_from_clothing(
5310 bonus_clothing_map );
5311 for( std::pair<const bodypart_id, int> &bp_wind_res : wind_res_per_bp ) {
5312 int exposed = std::max( 0, 100 - bp_wind_res.second );
5313 int exposed_bonus = std::max( 0, 100 - wind_res_per_bp_bonus.at( bp_wind_res.first ) );
5314 int exposed_final = exposed * exposed_bonus / ( 100 * 100 );
5315 bp_wind_res.second = 100 - exposed_final;
5316 }
5318 for( std::pair<const bodypart_id, int> &bp_wind_res : wind_res_per_bp ) {
5319 bp_wind_res.second = 100;
5320 }
5321 }
5322 // We might not use this at all, so leave it empty
5323 // If we do need to use it, we'll initialize it (once) there
5324 std::map<bodypart_id, int> fire_armor_per_bp;
5325
5326 // Current temperature and converging temperature calculations
5327 for( const bodypart_id &bp : get_all_body_parts() ) {
5328 // Skip eyes
5329 if( bp == bodypart_id( "eyes" ) ) {
5330 continue;
5331 }
5332
5333 const bool submerged_bp = submerged ||
5334 ( submerged_low &&
5335 ( bp == body_part_foot_l ||
5336 bp == body_part_foot_r ||
5337 bp == body_part_leg_l ||
5338 bp == body_part_leg_r ) );
5339 // This adjusts the temperature scale to match the bodytemp scale
5340 const int adjusted_temp = submerged_bp ?
5341 water_temperature :
5342 ( Ctemperature - ambient_norm );
5343
5344 // Represents the fact that the body generates heat when it is cold.
5345 double scaled_temperature = logarithmic_range( BODYTEMP_VERY_COLD, BODYTEMP_VERY_HOT,
5346 temp_cur[bp->token] );
5347 // Produces a smooth curve between 30.0 and 60.0.
5348 double homeostasis_adjustment = 30.0 * ( 1.0 + scaled_temperature );
5349 int clothing_warmth_adjustment = static_cast<int>( homeostasis_adjustment * warmth_per_bp[bp] );
5350 int clothing_warmth_adjusted_bonus = static_cast<int>( homeostasis_adjustment *
5351 bonus_warmth_per_bp[bp] );
5352 // WINDCHILL
5353 double bp_windpower = total_windpower * ( 1 - wind_res_per_bp[bp] / 100.0 );
5354 // Calculate windchill
5355 int windchill = submerged_bp
5356 ? 0
5357 : get_local_windchill( player_local_temp,
5358 air_humidity,
5359 bp_windpower );
5360
5361 // Convergent temperature is affected by ambient temperature,
5362 // clothing warmth, and body wetness.
5363 int bp_conv = adjusted_temp
5364 + windchill * 100
5365 + clothing_warmth_adjustment
5366 + mutation_heat_low
5367 + sunlight_warmth;
5368
5369 // Bark : lowers blister count to -5; harder to get blisters
5370 // If the counter is high, your skin starts to burn
5371 int blister_count = ( has_bark ? -5 : 0 );
5372
5373 if( frostbite_timer[bp->token] > 0 ) {
5374 frostbite_timer[bp->token] -= std::min( 5, h_radiation );
5375 }
5376 blister_count += h_radiation - 111 > 0 ?
5377 std::max( static_cast<int>( std::sqrt( h_radiation - 111 ) ), 0 ) : 0;
5378
5379 if( has_heatsink ) {
5380 blister_count -= 20;
5381 }
5382 if( fire_armor_per_bp.empty() && blister_count > 0 ) {
5383 fire_armor_per_bp = get_armor_fire( clothing_map );
5384 }
5385 // BLISTERS : Skin gets blisters from intense heat exposure.
5386 // Fire protection protects from blisters.
5387 // Heatsinks give near-immunity.
5388 if( blister_count - fire_armor_per_bp[bp] > 0 ) {
5389 add_effect( effect_blisters, 1_turns, bp->token );
5390 if( pyromania ) {
5391 add_morale( MORALE_PYROMANIA_NEARFIRE, 10, 10, 1_hours,
5392 30_minutes ); // Proximity that's close enough to harm us gives us a bit of a thrill
5394 }
5395 } else if( pyromania && best_fire >= 1 ) { // Only give us fire bonus if there's actually fire
5396 add_morale( MORALE_PYROMANIA_NEARFIRE, 5, 5, 30_minutes,
5397 15_minutes ); // Gain a much smaller mood boost even if it doesn't hurt us
5399 }
5400
5401 // Climate Control eases the effects of high and low ambient temps
5402 if( has_climate_control ) {
5403 bp_conv = temp_corrected_by_climate_control( bp_conv );
5404 }
5405
5406 int bonus_fire_warmth = best_fire * 500;
5407
5408 const int comfortable_warmth = bonus_fire_warmth + lying_warmth;
5409 const int bonus_warmth = comfortable_warmth + mutation_heat_bonus + clothing_warmth_adjusted_bonus;
5410 if( bonus_warmth > 0 ) {
5411 // Approximate bp_conv needed to reach comfortable temperature in this very turn
5412 // Basically inverted formula for temp_cur below
5413 int desired = 501 * BODYTEMP_NORM - 499 * temp_cur[bp->token];
5414 if( std::abs( BODYTEMP_NORM - desired ) < 1000 ) {
5415 desired = BODYTEMP_NORM; // Ensure that it converges
5416 } else if( desired > BODYTEMP_HOT ) {
5417 desired = BODYTEMP_HOT; // Cap excess at sane temperature
5418 }
5419
5420 if( desired < bp_conv ) {
5421 // Too hot, can't help here
5422 } else if( desired < bp_conv + bonus_warmth ) {
5423 // Use some heat, but not all of it
5424 bp_conv = desired;
5425 } else {
5426 // Use all the heat
5427 bp_conv += bonus_warmth;
5428 }
5429
5430 // Morale bonus for comfiness - only if actually comfy (not too warm/cold)
5431 // Spread the morale bonus in time.
5432 if( comfortable_warmth > 0 &&
5433 // TODO: make this simpler and use time_duration/time_point
5434 to_turn<int>( calendar::turn ) % to_turns<int>( 1_minutes ) == to_turns<int>
5435 ( 1_minutes * bp->token ) / to_turns<int>( 1_minutes * num_bp ) &&
5437 get_effect_int( effect_hot, num_bp ) == 0 &&
5438 temp_cur[bp->token] > BODYTEMP_COLD && temp_cur[bp->token] <= BODYTEMP_NORM ) {
5439 add_morale( MORALE_COMFY, 1, 10, 2_minutes, 1_minutes, true );
5440 }
5441 }
5442
5443 // The current temperature model can't account for water temperature conduction well
5444 // Hack: cut non-water effects by 80% when in water
5445 if( submerged_bp ) {
5446 bp_conv = ( ( bp_conv - adjusted_temp ) / 5 ) + adjusted_temp;
5447 }
5448
5449 // FINAL CALCULATION : Increments current body temperature towards convergent.
5450 int temp_before = temp_cur[bp->token];
5451 int temp_difference = temp_before - bp_conv; // Negative if the player is warming up.
5452 int rounding_error = 0;
5453 // If temp_diff is small, the player cannot warm up due to rounding errors. This fixes that.
5454 if( temp_difference < 0 && temp_difference > -600 ) {
5455 rounding_error = 1;
5456 }
5457 // exp(-0.001) : half life of 60 minutes, exp(-0.002) : half life of 30 minutes,
5458 // exp(-0.003) : half life of 20 minutes, exp(-0.004) : half life of 15 minutes
5459 static const double change_mult_air = std::exp( -0.002 );
5460 static const double change_mult_water = std::exp( -0.008 );
5461 const double change_mult = submerged_bp ? change_mult_water : change_mult_air;
5462 if( temp_cur[bp->token] != bp_conv ) {
5463 temp_cur[bp->token] = static_cast<int>( temp_difference * change_mult )
5464 + bp_conv + rounding_error;
5465 }
5466 int temp_after = temp_cur[bp->token];
5467 // PENALTIES
5468 if( temp_cur[bp->token] < BODYTEMP_FREEZING ) {
5469 add_effect( effect_cold, 1_turns, bp->token, 3 );
5470 } else if( temp_cur[bp->token] < BODYTEMP_VERY_COLD ) {
5471 add_effect( effect_cold, 1_turns, bp->token, 2 );
5472 } else if( temp_cur[bp->token] < BODYTEMP_COLD ) {
5473 add_effect( effect_cold, 1_turns, bp->token, 1 );
5474 } else if( temp_cur[bp->token] > BODYTEMP_SCORCHING ) {
5475 add_effect( effect_hot, 1_turns, bp->token, 3 );
5476 if( bp->main_part.id() == bp ) {
5477 add_effect( effect_hot_speed, 1_turns, bp->token, 3 );
5478 }
5479 } else if( temp_cur[bp->token] > BODYTEMP_VERY_HOT ) {
5480 add_effect( effect_hot, 1_turns, bp->token, 2 );
5481 if( bp->main_part.id() == bp ) {
5482 add_effect( effect_hot_speed, 1_turns, bp->token, 2 );
5483 }
5484 } else if( temp_cur[bp->token] > BODYTEMP_HOT ) {
5485 add_effect( effect_hot, 1_turns, bp->token, 1 );
5486 if( bp->main_part.id() == bp ) {
5487 add_effect( effect_hot_speed, 1_turns, bp->token, 1 );
5488 }
5489 } else {
5490 if( temp_cur[bp->token] >= BODYTEMP_COLD ) {
5491 remove_effect( effect_cold, bp->token );
5492 }
5493 if( temp_cur[bp->token] <= BODYTEMP_HOT ) {
5494 remove_effect( effect_hot, bp->token );
5495 remove_effect( effect_hot_speed, bp->token );
5496 }
5497 }
5498
5499 // FROSTBITE - only occurs to hands, feet, face
5500 /**
5501
5502 Source : http://www.atc.army.mil/weather/windchill.pdf
5503
5504 Temperature and wind chill are main factors, mitigated by clothing warmth. Each 10 warmth protects against 2C of cold.
5505
5506 1200 turns in low risk, + 3 tics
5507 450 turns in moderate risk, + 8 tics
5508 50 turns in high risk, +72 tics
5509
5510 Let's say frostnip @ 1800 tics, frostbite @ 3600 tics
5511
5512 >> Chunked into 8 parts (http://imgur.com/xlTPmJF)
5513 -- 2 hour risk --
5514 Between 30F and 10F
5515 Between 10F and -5F, less than 20mph, -4x + 3y - 20 > 0, x : F, y : mph
5516 -- 45 minute risk --
5517 Between 10F and -5F, less than 20mph, -4x + 3y - 20 < 0, x : F, y : mph
5518 Between 10F and -5F, greater than 20mph
5519 Less than -5F, less than 10 mph
5520 Less than -5F, more than 10 mph, -4x + 3y - 170 > 0, x : F, y : mph
5521 -- 5 minute risk --
5522 Less than -5F, more than 10 mph, -4x + 3y - 170 < 0, x : F, y : mph
5523 Less than -35F, more than 10 mp
5524 **/
5525
5526 if( bp == body_part_mouth || bp == body_part_foot_r ||
5527 bp == body_part_foot_l || bp == body_part_hand_r || bp == body_part_hand_l ) {
5528 // Handle the frostbite timer
5529 // Need temps in F, windPower already in mph
5530 int wetness_percentage = 100 * body_wetness[bp->token] / drench_capacity[bp->token]; // 0 - 100
5531 // Warmth gives a slight buff to temperature resistance
5532 // Wetness gives a heavy nerf to temperature resistance
5533 double adjusted_warmth = warmth_per_bp.at( bp ) - wetness_percentage;
5534 int Ftemperature = static_cast<int>( player_local_temp + 0.2 * adjusted_warmth );
5535 // Windchill reduced by your armor
5536 int FBwindPower = static_cast<int>(
5537 total_windpower * ( 1 - wind_res_per_bp[ bp ] / 100.0 ) );
5538
5539 int intense = get_effect_int( effect_frostbite, bp->token );
5540
5541 // This has been broken down into 8 zones
5542 // Low risk zones (stops at frostnip)
5543 if( temp_cur[bp->token] < BODYTEMP_COLD &&
5544 ( ( Ftemperature < 30 && Ftemperature >= 10 ) ||
5545 ( Ftemperature < 10 && Ftemperature >= -5 &&
5546 FBwindPower < 20 && -4 * Ftemperature + 3 * FBwindPower - 20 >= 0 ) ) ) {
5547 if( frostbite_timer[bp->token] < 2000 ) {
5548 frostbite_timer[bp->token] += 3;
5549 }
5550 if( one_in( 100 ) && !has_effect( effect_frostbite, bp->token ) ) {
5551 add_msg( m_warning, _( "Your %s will be frostnipped in the next few hours." ),
5552 body_part_name( bp->token ) );
5553 }
5554 // Medium risk zones
5555 } else if( temp_cur[bp->token] < BODYTEMP_COLD &&
5556 ( ( Ftemperature < 10 && Ftemperature >= -5 && FBwindPower < 20 &&
5557 -4 * Ftemperature + 3 * FBwindPower - 20 < 0 ) ||
5558 ( Ftemperature < 10 && Ftemperature >= -5 && FBwindPower >= 20 ) ||
5559 ( Ftemperature < -5 && FBwindPower < 10 ) ||
5560 ( Ftemperature < -5 && FBwindPower >= 10 &&
5561 -4 * Ftemperature + 3 * FBwindPower - 170 >= 0 ) ) ) {
5562 frostbite_timer[bp->token] += 8;
5563 if( one_in( 100 ) && intense < 2 ) {
5564 add_msg( m_warning, _( "Your %s will be frostbitten within the hour!" ),
5565 body_part_name( bp->token ) );
5566 }
5567 // High risk zones
5568 } else if( temp_cur[bp->token] < BODYTEMP_COLD &&
5569 ( ( Ftemperature < -5 && FBwindPower >= 10 &&
5570 -4 * Ftemperature + 3 * FBwindPower - 170 < 0 ) ||
5571 ( Ftemperature < -35 && FBwindPower >= 10 ) ) ) {
5572 frostbite_timer[bp->token] += 72;
5573 if( one_in( 100 ) && intense < 2 ) {
5574 add_msg( m_warning, _( "Your %s will be frostbitten any minute now!" ),
5575 body_part_name( bp->token ) );
5576 }
5577 // Risk free, so reduce frostbite timer
5578 } else {
5579 frostbite_timer[bp->token] -= 3;
5580 }
5581
5582 // Handle the bestowing of frostbite
5583 if( frostbite_timer[bp->token] < 0 ) {
5584 frostbite_timer[bp->token] = 0;
5585 } else if( frostbite_timer[bp->token] > 4200 ) {
5586 // This ensures that the player will recover in at most 3 hours.
5587 frostbite_timer[bp->token] = 4200;
5588 }
5589 // Frostbite, no recovery possible
5590 if( frostbite_timer[bp->token] >= 3600 ) {
5591 add_effect( effect_frostbite, 1_turns, bp->token, 2 );
5593 // Else frostnip, add recovery if we were frostbitten
5594 } else if( frostbite_timer[bp->token] >= 1800 ) {
5595 if( intense == 2 ) {
5596 add_effect( effect_frostbite_recovery, 1_turns, bp->token );
5597 }
5598 add_effect( effect_frostbite, 1_turns, bp->token, 1 );
5599 // Else fully recovered
5600 } else if( frostbite_timer[bp->token] == 0 ) {
5601 remove_effect( effect_frostbite, bp->token );
5603 }
5604 }
5605 // Warn the player if condition worsens
5606 // HACK: we want overall temperature change, including equalization, and temp_conv
5607 // at this moment contains temperature values from before the equalization.
5608 temp_before = temp_conv[bp->token];
5609 if( temp_before > BODYTEMP_FREEZING && temp_after <= BODYTEMP_FREEZING ) {
5610 //~ %s is bodypart
5611 add_msg( m_warning, _( "You feel your %s beginning to go numb from the cold!" ),
5612 body_part_name( bp->token ) );
5613 } else if( temp_before > BODYTEMP_VERY_COLD && temp_after <= BODYTEMP_VERY_COLD ) {
5614 //~ %s is bodypart
5615 add_msg( m_warning, _( "You feel your %s getting very cold." ),
5616 body_part_name( bp->token ) );
5617 } else if( temp_before > BODYTEMP_COLD && temp_after <= BODYTEMP_COLD ) {
5618 //~ %s is bodypart
5619 add_msg( m_warning, _( "You feel your %s getting chilly." ),
5620 body_part_name( bp->token ) );
5621 } else if( temp_before < BODYTEMP_SCORCHING && temp_after >= BODYTEMP_SCORCHING ) {
5622 //~ %s is bodypart
5623 add_msg( m_bad, _( "You feel your %s getting red hot from the heat!" ),
5624 body_part_name( bp->token ) );
5625 } else if( temp_before < BODYTEMP_VERY_HOT && temp_after >= BODYTEMP_VERY_HOT ) {
5626 //~ %s is bodypart
5627 add_msg( m_warning, _( "You feel your %s getting very hot." ),
5628 body_part_name( bp->token ) );
5629 } else if( temp_before < BODYTEMP_HOT && temp_after >= BODYTEMP_HOT ) {
5630 //~ %s is bodypart
5631 add_msg( m_warning, _( "You feel your %s getting warm." ),
5632 body_part_name( bp->token ) );
5633 }
5634
5635 // Note: Numbers are based off of BODYTEMP at the top of weather.h
5636 // If torso is BODYTEMP_COLD which is 34C, the early stages of hypothermia begin
5637 // constant shivering will prevent the player from falling asleep.
5638 // Otherwise, if any other body part is BODYTEMP_VERY_COLD, or 31C
5639 // AND you have frostbite, then that also prevents you from sleeping
5640 if( in_sleep_state() ) {
5641 int curr_temperature = temp_cur[bp->token];
5642 if( bp == body_part_torso && curr_temperature <= BODYTEMP_COLD ) {
5643 add_msg( m_warning, _( "Your shivering prevents you from sleeping." ) );
5644 wake_up();
5645 } else if( bp != body_part_torso && curr_temperature <= BODYTEMP_VERY_COLD &&
5647 add_msg( m_warning, _( "You are too cold. Your frostbite prevents you from sleeping." ) );
5648 wake_up();
5649 }
5650 }
5651
5652 // Warn the player that wind is going to be a problem.
5653 // But only if it can be a problem, no need to spam player with "wind chills your scorching body"
5654 if( bp_conv <= BODYTEMP_COLD && windchill < -10 && one_in( 200 ) ) {
5655 add_msg( m_bad, _( "The wind is making your %s feel quite cold." ),
5656 body_part_name( bp->token ) );
5657 } else if( bp_conv <= BODYTEMP_COLD && windchill < -20 && one_in( 100 ) ) {
5658 add_msg( m_bad,
5659 _( "The wind is very strong, you should find some more wind-resistant clothing for your %s." ),
5660 body_part_name( bp->token ) );
5661 } else if( bp_conv <= BODYTEMP_COLD && windchill < -30 && one_in( 50 ) ) {
5662 add_msg( m_bad, _( "Your clothing is not providing enough protection from the wind for your %s!" ),
5663 body_part_name( bp->token ) );
5664 }
5665
5666 // Set temp_conv just once per bp for readability
5667 // TODO: Remove temp_conv, it's only really for display, so should not be in Character
5668 temp_conv[bp->token] = bp_conv;
5669 }
5670}
const bodypart_str_id body_part_foot_r("foot_r")
const bodypart_str_id body_part_hand_r("hand_r")
const bodypart_str_id body_part_leg_l("leg_l")
const bodypart_str_id body_part_arm_l("arm_l")
const bodypart_str_id body_part_torso("torso")
const bodypart_str_id body_part_arm_r("arm_r")
const bodypart_str_id body_part_leg_r("leg_r")
const bodypart_str_id body_part_mouth("mouth")
const bodypart_str_id body_part_head("head")
const bodypart_str_id body_part_hand_l("hand_l")
const bodypart_str_id body_part_foot_l("foot_l")
static const efftype_id effect_cold("cold")
static const trait_id trait_DEBUG_NOTEMP("DEBUG_NOTEMP")
static const trait_id trait_BARK("BARK")
static const flag_str_id flag_POCKETS("POCKETS")
static const efftype_id effect_hot("hot")
static const flag_str_id flag_HOOD("HOOD")
static const trait_id trait_PYROMANIA("PYROMANIA")
static const efftype_id effect_blisters("blisters")
static const efftype_id effect_frostbite_recovery("frostbite_recovery")
static const efftype_id effect_hot_speed("hot_speed")
static const flag_str_id flag_COLLAR("COLLAR")
static const efftype_id effect_frostbite("frostbite")
int temp_corrected_by_climate_control(int temperature) const
Value of the body temperature corrected by climate control.
Definition: character.cpp:9552
std::map< bodypart_id, int > get_armor_fire(const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
Returns overall fire resistance.
Definition: character.cpp:8379
bool can_use_floor_warmth() const
Can the player lie down and cover self with blankets etc.
Definition: character.cpp:9433
int bodytemp_modifier_traits(bool overheated) const
Correction factor of the body temperature due to traits and mutations.
Definition: character.cpp:9534
bool in_climate_control()
Returns true if the player is in a climate controlled area or armor.
Definition: character.cpp:3822
void temp_equalizer(const bodypart_id &bp1, const bodypart_id &bp2)
Equalizes heat between body parts.
Definition: character.cpp:5672
int floor_warmth(const tripoint &pos) const
Final warmth from the floor.
Definition: character.cpp:9519
int get_heat_radiation(const tripoint &location, bool direct)
Definition: game.cpp:1884
@ TFLAG_SWIMMABLE
Definition: mapdata.h:279
const morale_type MORALE_COMFY("morale_comfy")
constexpr double fahrenheit_to_celsius(double fahrenheit)
std::map< bodypart_id, int > bonus_from_clothing(const std::map< bodypart_id, std::vector< const item * > > &clothing_map)
Definition: character.cpp:9416
std::map< bodypart_id, int > wind_resistance_from_clothing(const std::map< bodypart_id, std::vector< const item * > > &clothing_map)
Returns wind resistance provided by armor, etc.
Definition: character.cpp:3878
std::map< bodypart_id, int > from_effects(const Character &c)
Definition: character.cpp:9422
std::map< bodypart_id, int > from_clothing(const std::map< bodypart_id, std::vector< const item * > > &clothing_map)
Definition: character.cpp:9410
bool is_in_sunlight(const map &m, const tripoint &p, const weather_type_id &weather)
Definition: weather.cpp:1162
bool is_sheltered(const map &m, const tripoint &p)
Definition: weather.cpp:1153
bool has_flag(const std::string &flag) const
Definition: mapdata.h:415

References _, Creature::add_effect(), add_morale(), add_msg(), bio_heatsink, body_part_arm_l, body_part_arm_r, body_part_foot_l, body_part_foot_r, body_part_hand_l, body_part_hand_r, body_part_head, body_part_leg_l, body_part_leg_r, body_part_mouth, body_part_name(), body_part_torso, body_wetness, BODYTEMP_COLD, BODYTEMP_FREEZING, BODYTEMP_HOT, bodytemp_modifier_traits(), BODYTEMP_NORM, BODYTEMP_SCORCHING, BODYTEMP_VERY_COLD, BODYTEMP_VERY_HOT, warmth::bonus_from_clothing(), can_use_floor_warmth(), convert_bp(), drench_capacity, effect_blisters, effect_cold, effect_frostbite, effect_frostbite_recovery, effect_hot, effect_hot_speed, encumb(), units::fahrenheit_to_celsius(), flag_COLLAR, flag_HOOD, flag_POCKETS, floor_warmth(), warmth::from_clothing(), warmth::from_effects(), frostbite_timer, Creature::get_all_body_parts(), get_armor_fire(), Creature::get_effect_int(), get_heat_radiation(), get_local_humidity(), get_local_windchill(), get_local_windpower(), weather_manager::get_precise(), get_weather(), global_omt_location(), has_active_mutation(), has_bionic(), Creature::has_effect(), map_data_common_t::has_flag(), has_trait(), high, w_point::humidity, in_climate_control(), in_sleep_state(), in_vehicle, weather::is_in_sunlight(), weather::is_sheltered(), is_wearing(), itype_rm13_armor_on, logarithmic_range(), m_bad, m_warning, MORALE_COMFY, MORALE_PYROMANIA_NEARFIRE, MORALE_PYROMANIA_NOFIRE, num_bp, one_in(), overmap_buffer, optional_vpart_position::part_with_feature(), pos(), rem_morale(), Creature::remove_effect(), temp_conv, temp_corrected_by_climate_control(), temp_cur, temp_equalizer(), map::ter(), overmapbuffer::ter(), body_part_set::test(), TFLAG_DEEP_WATER, TFLAG_SWIMMABLE, body_part_type::token, trait_BARK, trait_DEBUG_NOTEMP, trait_M_SKIN2, trait_M_SKIN3, trait_PYROMANIA, trait_SHELL2, calendar::turn, map::veh_at(), item::volume(), wake_up(), weapon, warmth::wind_resistance_from_clothing(), and worn.

Referenced by game::do_turn(), and iuse_transform::use().

◆ update_fuel_storage()

void Character::update_fuel_storage ( const itype_id fuel)

Updates which bionic contain fuel and which is empty.

Definition at line 2120 of file character.cpp.

2121{
2122 const item it( fuel );
2123 if( get_value( fuel.str() ).empty() ) {
2124 for( const bionic_id &bid : get_bionic_fueled_with( it ) ) {
2125 remove_value( bid.c_str() );
2126 }
2127 return;
2128 }
2129
2130 std::vector<bionic_id> bids = get_bionic_fueled_with( it );
2131 if( bids.empty() ) {
2132 return;
2133 }
2134 int amount_fuel_loaded = std::stoi( get_value( fuel.str() ) );
2135 std::vector<bionic_id> loaded_bio;
2136
2137 // Sort bionic in order of decreasing capacity
2138 // To fill the bigger ones firts.
2139 bool swap = true;
2140 while( swap ) {
2141 swap = false;
2142 for( size_t i = 0; i < bids.size() - 1; i++ ) {
2143 if( bids[i + 1]->fuel_capacity > bids[i]->fuel_capacity ) {
2144 std::swap( bids[i + 1], bids[i] );
2145 swap = true;
2146 }
2147 }
2148 }
2149
2150 for( const bionic_id &bid : bids ) {
2151 remove_value( bid.c_str() );
2152 if( bid->fuel_capacity <= amount_fuel_loaded ) {
2153 amount_fuel_loaded -= bid->fuel_capacity;
2154 loaded_bio.emplace_back( bid );
2155 } else if( amount_fuel_loaded != 0 ) {
2156 loaded_bio.emplace_back( bid );
2157 break;
2158 }
2159 }
2160
2161 for( const bionic_id &bd : loaded_bio ) {
2162 set_value( bd.str(), fuel.str() );
2163 }
2164
2165}
void swap(colony< element_type, element_allocator_type, element_skipfield_type > &a, colony< element_type, element_allocator_type, element_skipfield_type > &b) COLONY_NOEXCEPT_SWAP(element_allocator_type)
Swaps colony A's contents with that of colony B.
Definition: colony.h:3496

References get_bionic_fueled_with(), Creature::get_value(), Creature::remove_value(), Creature::set_value(), string_id< T >::str(), and cata::swap().

Referenced by burn_fuel(), and fuel_bionic_with().

◆ update_health()

void Character::update_health ( int  external_modifiers = 0)
virtual

Handles health fluctuations over time.

Definition at line 4615 of file character.cpp.

4616{
4617 if( has_artifact_with( AEP_SICK ) ) {
4618 // Carrying a sickness artifact makes your health 50 points worse on average
4619 external_modifiers -= 50;
4620 }
4621 // Limit healthy_mod to [-200, 200].
4622 // This also sets approximate bounds for the character's health.
4623 if( get_healthy_mod() > get_max_healthy() ) {
4625 } else if( get_healthy_mod() < -200 ) {
4626 set_healthy_mod( -200 );
4627 }
4628
4629 // Active leukocyte breeder will keep your health near 100
4630 int effective_healthy_mod = get_healthy_mod();
4632 // Side effect: dependency
4633 mod_healthy_mod( -50, -200 );
4634 effective_healthy_mod = 100;
4635 }
4636
4637 // Health tends toward healthy_mod.
4638 // For small differences, it changes 4 points per day
4639 // For large ones, up to ~40% of the difference per day
4640 int health_change = effective_healthy_mod - get_healthy() + external_modifiers;
4641 mod_healthy( sgn( health_change ) * std::max( 1, std::abs( health_change ) / 10 ) );
4642
4643 // And healthy_mod decays over time.
4644 // Slowly near 0, but it's hard to overpower it near +/-100
4645 set_healthy_mod( std::round( get_healthy_mod() * 0.95f ) );
4646
4647 add_msg( m_debug, "Health: %d, Health mod: %d", get_healthy(), get_healthy_mod() );
4648}
static const bionic_id bio_leukocyte("bio_leukocyte")
int get_max_healthy() const
Definition: character.cpp:4538
@ AEP_SICK
Definition: enums.h:141

References add_msg(), AEP_SICK, bio_leukocyte, get_healthy(), get_healthy_mod(), get_max_healthy(), has_active_bionic(), has_artifact_with(), m_debug, mod_healthy(), mod_healthy_mod(), set_healthy_mod(), and sgn().

Referenced by update_body().

◆ update_morale()

void Character::update_morale ( )

Ticks down morale counters and removes them.

Definition at line 8993 of file character.cpp.

8994{
8995 morale->decay( 1_minutes );
8997}

References apply_persistent_morale(), and morale.

Referenced by game::do_turn().

◆ update_needs()

void Character::update_needs ( int  rate_multiplier)

Increases hunger, thirst, fatigue and stimulants wearing off.

rate_multiplier is for retroactive updates.

Definition at line 4770 of file character.cpp.

4771{
4772 const int current_stim = get_stim();
4773 // Hunger, thirst, & fatigue up every 5 minutes
4775 // No food/thirst/fatigue clock at all
4776 const bool debug_ls = has_trait( trait_DEBUG_LS );
4777 // No food/thirst, capped fatigue clock (only up to tired)
4778 const bool npc_no_food = is_npc() && get_option<bool>( "NO_NPC_FOOD" );
4779 const bool asleep = !sleep.is_null();
4780 const bool lying = asleep || has_effect( effect_lying_down ) ||
4782
4783 needs_rates rates = calc_needs_rates();
4784
4785 const bool wasnt_fatigued = get_fatigue() <= fatigue_levels::dead_tired;
4786 // Don't increase fatigue if sleeping or trying to sleep or if we're at the cap.
4787 if( get_fatigue() < 1050 && !asleep && !debug_ls ) {
4788 if( rates.fatigue > 0.0f ) {
4789 int fatigue_roll = roll_remainder( rates.fatigue * rate_multiplier );
4790 mod_fatigue( fatigue_roll );
4791
4792 // Synaptic regen bionic stops SD while awake and boosts it while sleeping
4794 // fatigue_roll should be around 1 - so the counter increases by 1 every minute on average,
4795 // but characters who need less sleep will also get less sleep deprived, and vice-versa.
4796
4797 // Note: Since needs are updated in 5-minute increments, we have to multiply the roll again by
4798 // 5. If rate_multiplier is > 1, fatigue_roll will be higher and this will work out.
4799 mod_sleep_deprivation( fatigue_roll * 5 );
4800 }
4801
4802 if( npc_no_food && get_fatigue() > fatigue_levels::tired ) {
4803 set_fatigue( static_cast<int>( fatigue_levels::tired ) );
4804 }
4805 if( npc_no_food ) {
4807 }
4808 }
4809 } else if( asleep && rates.recovery > 0.0f ) {
4810 int recovered = roll_remainder( rates.recovery * rate_multiplier );
4811 // Hibernation prevents waking up until you're hungry or thirsty
4812 if( get_fatigue() - recovered < -20 && !is_hibernating() ) {
4813 // Should be wake up, but that could prevent some retroactive regeneration
4814 sleep.set_duration( 1_turns );
4815 mod_fatigue( -25 );
4816 } else {
4818 recovered *= .5;
4819 }
4820 mod_fatigue( -recovered );
4821
4822 float rest_modifier = 1.0f;
4823 // Bionic doubles the base regen
4825 rest_modifier += 1.0f;
4826 }
4828 rest_modifier += 0.2f;
4829 }
4830
4831 const comfort_level comfort = base_comfort_value( pos() ).level;
4832
4833 // Best possible bed increases recovery by 30% of base
4834 if( comfort >= comfort_level::very_comfortable ) {
4835 rest_modifier += 0.3f;
4836 } else if( comfort >= comfort_level::comfortable ) {
4837 rest_modifier += 0.2f;
4838 } else if( comfort >= comfort_level::slightly_comfortable ) {
4839 rest_modifier += 0.1f;
4840 }
4841
4842 // 6 hours of sleep per day will let you avoid deprivation
4843 // 4 hours if on great bed plus melatonin
4844 // Math: 5 (fatigue to minutes), 3 (1:3 sleep to waking),
4845 // 2 (legacy sleep non-linearity thing)
4846 mod_sleep_deprivation( -rest_modifier * ( recovered * 3.0f * 5.0f / 2.0f ) );
4847
4848 }
4849 }
4850 if( is_player() && wasnt_fatigued && get_fatigue() > fatigue_levels::dead_tired && !lying ) {
4851 if( !activity ) {
4852 add_msg_if_player( m_warning, _( "You're feeling tired. %s to lie down for sleep." ),
4853 press_x( ACTION_SLEEP ) );
4854 } else {
4855 g->cancel_activity_query( _( "You're feeling tired." ) );
4856 }
4857 }
4858
4859 if( current_stim < 0 ) {
4860 set_stim( std::min( current_stim + rate_multiplier, 0 ) );
4861 } else if( current_stim > 0 ) {
4862 set_stim( std::max( current_stim - rate_multiplier, 0 ) );
4863 }
4864
4865 if( get_painkiller() > 0 ) {
4866 mod_painkiller( -std::min( get_painkiller(), rate_multiplier ) );
4867 }
4868
4869 // Huge folks take penalties for cramming themselves in vehicles
4870 if( in_vehicle && ( get_size() == MS_HUGE )
4872 vehicle *veh = veh_pointer_or_null( get_map().veh_at( pos() ) );
4873 // it's painful to work the controls, but passengers in open topped vehicles are fine
4874 if( veh && ( veh->enclosed_at( pos() ) || veh->player_in_control( *this->as_player() ) ) ) {
4876 _( "You're cramping up from stuffing yourself in this vehicle." ) );
4877 if( is_npc() ) {
4878 npc &as_npc = dynamic_cast<npc &>( *this );
4879 as_npc.complain_about( "cramped_vehicle", 1_hours, "<cramped_vehicle>", false );
4880 }
4881
4882 mod_pain( rng( 4, 6 ) );
4883 focus_pool -= 1;
4884 }
4885 }
4886}
std::string press_x(action_id act)
Definition: action.cpp:451
@ ACTION_SLEEP
Open sleep menu.
Definition: action.h:209
static const efftype_id effect_melatonin_supplements("melatonin")
static const trait_id trait_DEBUG_LS("DEBUG_LS")
static const bionic_id bio_synaptic_regen("bio_synaptic_regen")
static const efftype_id effect_lying_down("lying_down")
comfort_response_t base_comfort_value(const tripoint &p) const
Rate point's ability to serve as a bed.
Definition: character.cpp:5681
needs_rates calc_needs_rates() const
Definition: character.cpp:4887
virtual void mod_sleep_deprivation(int nsleep_deprivation)
Definition: character.cpp:4430
virtual npc * as_npc()
Definition: creature.h:110
bool complain_about(const std::string &issue, const time_duration &dur, const std::string &speech, bool force=false, sounds::sound_t priority=sounds::sound_t::speech)
Definition: npcmove.cpp:4431
bool enclosed_at(const tripoint &pos)
Definition: vehicle.cpp:6108

References _, ACT_TRY_SLEEP, ACTION_SLEEP, activity, Creature::add_msg_if_player(), Creature::as_npc(), base_comfort_value(), bio_synaptic_regen, calc_needs_rates(), comfortable, npc::complain_about(), dead_tired, effect_lying_down, effect_melatonin_supplements, effect_narcosis, effect_recently_coughed, effect_sleep, vehicle::enclosed_at(), needs_rates::fatigue, focus_pool, g, Creature::get_effect(), get_fatigue(), get_map(), get_painkiller(), get_size(), get_stim(), has_active_bionic(), Creature::has_effect(), has_trait(), player_activity::id(), in_vehicle, is_hibernating(), Creature::is_npc(), Creature::is_player(), Character::comfort_response_t::level, m_bad, m_warning, mod_fatigue(), Creature::mod_pain(), mod_painkiller(), mod_sleep_deprivation(), MS_HUGE, vehicle::player_in_control(), pos(), press_x(), needs_rates::recovery, rng(), roll_remainder(), set_fatigue(), set_sleep_deprivation(), set_stim(), sleep(), slightly_comfortable, tired, trait_DEBUG_LS, trait_NOPAIN, veh_pointer_or_null(), and very_comfortable.

Referenced by update_body().

◆ update_stamina()

void Character::update_stamina ( int  turns)

Regenerates stamina.

Definition at line 7265 of file character.cpp.

7266{
7267 static const std::string player_base_stamina_regen_rate( "PLAYER_BASE_STAMINA_REGEN_RATE" );
7268 static const std::string stamina_regen_modifier( "stamina_regen_modifier" );
7269 const float base_regen_rate = get_option<float>( player_base_stamina_regen_rate );
7270 const int current_stim = get_stim();
7271 float stamina_recovery = 0.0f;
7272 // Recover some stamina every turn.
7273 // max stamina modifers from mutation also affect stamina multi
7274 float stamina_multiplier = 1.0f + mutation_value( stamina_regen_modifier ) +
7275 ( mutation_value( "max_stamina_modifier" ) - 1.0f );
7276 // But mouth encumbrance interferes, even with mutated stamina.
7277 stamina_recovery += stamina_multiplier * std::max( 1.0f,
7278 base_regen_rate - ( encumb( bp_mouth ) / 5.0f ) );
7279 // TODO: recovering stamina causes hunger/thirst/fatigue.
7280 // TODO: Tiredness slowing recovery
7281
7282 // stim recovers stamina (or impairs recovery)
7283 if( current_stim > 0 ) {
7284 // TODO: Make stamina recovery with stims cost health
7285 stamina_recovery += std::min( 5.0f, current_stim / 15.0f );
7286 } else if( current_stim < 0 ) {
7287 // Affect it less near 0 and more near full
7288 // Negative stim kill at -200
7289 // At -100 stim it inflicts -20 malus to regen at 100% stamina,
7290 // effectivly countering stamina gain of default 20,
7291 // at 50% stamina its -10 (50%), cuts by 25% at 25% stamina
7292 stamina_recovery += current_stim / 5.0f * get_stamina() / get_stamina_max();
7293 }
7294
7295 const int max_stam = get_stamina_max();
7296 if( get_power_level() >= 3_kJ && has_active_bionic( bio_gills ) ) {
7297 int bonus = std::min<int>( units::to_kilojoule( get_power_level() ) / 3,
7298 max_stam - get_stamina() - stamina_recovery * turns );
7299 // so the effective recovery is up to 5x default
7300 bonus = std::min( bonus, 4 * static_cast<int>( base_regen_rate ) );
7301 if( bonus > 0 ) {
7302 stamina_recovery += bonus;
7303 bonus /= 10;
7304 bonus = std::max( bonus, 1 );
7306 }
7307 }
7308
7309 mod_stamina( roll_remainder( stamina_recovery * turns ) );
7310 add_msg( m_debug, "Stamina recovery: %d", roll_remainder( stamina_recovery * turns ) );
7311 // Cap at max
7312 set_stamina( std::min( std::max( get_stamina(), 0 ), max_stam ) );
7313}
static const bionic_id bio_gills("bio_gills")

References add_msg(), bio_gills, bp_mouth, encumb(), units::from_kilojoule(), get_power_level(), get_stamina(), get_stamina_max(), get_stim(), has_active_bionic(), m_debug, mod_power_level(), mod_stamina(), mutation_value(), roll_remainder(), set_stamina(), and units::to_kilojoule().

Referenced by update_body().

◆ update_stomach()

void Character::update_stomach ( const time_point from,
const time_point to 
)

Updates the stomach to give accurate hunger messages.

Definition at line 4727 of file character.cpp.

4728{
4729 const needs_rates rates = calc_needs_rates();
4730 // No food/thirst/fatigue clock at all
4731 const bool debug_ls = has_trait( trait_DEBUG_LS );
4732 // No food/thirst, capped fatigue clock (only up to tired)
4733 const bool npc_no_food = is_npc() && get_option<bool>( "NO_NPC_FOOD" );
4734 const bool foodless = debug_ls || npc_no_food;
4735 const bool mouse = has_trait( trait_NO_THIRST );
4736 const bool mycus = has_trait( trait_M_DEPENDENT );
4737 const float kcal_per_time = bmr() / ( 12.0f * 24.0f );
4738 const int five_mins = ticks_between( from, to, 5_minutes );
4739
4740 if( five_mins > 0 ) {
4741 // Digest nutrients in stomach
4742 food_summary digested_to_body = stomach.digest( rates, five_mins );
4743 // Apply nutrients, unless this is an NPC and NO_NPC_FOOD is enabled.
4744 if( !npc_no_food ) {
4745 mod_stored_kcal( digested_to_body.nutr.kcal );
4746 vitamins_mod( digested_to_body.nutr.vitamins, false );
4747 }
4748 if( !foodless && rates.hunger > 0.0f ) {
4749 // instead of hunger keeping track of how you're living, burn calories instead
4750 mod_stored_kcal( -roll_remainder( five_mins * kcal_per_time ) );
4751 }
4752 }
4753
4754 if( !foodless && rates.thirst > 0.0f ) {
4755 mod_thirst( roll_remainder( rates.thirst * five_mins ) );
4756 }
4757
4758 if( npc_no_food ) {
4759 set_thirst( static_cast<int>( thirst_levels::hydrated ) );
4761 }
4762
4763 // Mycus and Metabolic Rehydration makes thirst unnecessary
4764 // since water is not limited by intake but by absorption, we can just set thirst to zero
4765 if( mycus || mouse ) {
4766 set_thirst( 0 );
4767 }
4768}
static const trait_id trait_NO_THIRST("NO_THIRST")
static const trait_id trait_M_DEPENDENT("M_DEPENDENT")
void vitamins_mod(const std::map< vitamin_id, int > &, bool capped=true)
food_summary digest(const needs_rates &metabolic_rates, int five_mins)
Processes food and outputs nutrients that are finished processing Metabolic rates are required becaus...
Definition: stomach.cpp:132
int mycus(player *, item *, bool, const tripoint &)
Definition: iuse.cpp:1436
nutrients nutr
Definition: stomach.h:53
std::map< vitamin_id, int > vitamins
vitamins potentially provided by this comestible (if any)
Definition: stomach.h:21

References bmr(), calc_needs_rates(), stomach_contents::digest(), has_trait(), needs_rates::hunger, hydrated, Creature::is_npc(), nutrients::kcal, max_stored_kcal(), mod_stored_kcal(), mod_thirst(), iuse::mycus(), food_summary::nutr, roll_remainder(), set_stored_kcal(), set_thirst(), stomach, needs_rates::thirst, ticks_between(), trait_DEBUG_LS, trait_M_DEPENDENT, trait_NO_THIRST, nutrients::vitamins, and vitamins_mod().

Referenced by update_body().

◆ update_type_of_scent() [1/2]

void Character::update_type_of_scent ( bool  init = false)

Definition at line 8719 of file character.cpp.

8720{
8721 scenttype_id new_scent = scenttype_id( "sc_human" );
8722 for( const trait_id &mut : get_mutations() ) {
8723 if( mut.obj().scent_typeid ) {
8724 new_scent = mut.obj().scent_typeid.value();
8725 }
8726 }
8727
8728 if( !init && new_scent != get_type_of_scent() ) {
8729 g->scent.reset();
8730 }
8731 set_type_of_scent( new_scent );
8732}
scenttype_id get_type_of_scent() const
Definition: character.cpp:8752

References g, get_mutations(), get_type_of_scent(), mutation_branch::scent_typeid, and set_type_of_scent().

Referenced by on_mutation_gain(), on_mutation_loss(), and update_type_of_scent().

◆ update_type_of_scent() [2/2]

void Character::update_type_of_scent ( const trait_id mut,
bool  gain = true 
)

Definition at line 8734 of file character.cpp.

8735{
8736 const cata::optional<scenttype_id> &mut_scent = mut->scent_typeid;
8737 if( mut_scent ) {
8738 if( gain && mut_scent.value() != get_type_of_scent() ) {
8739 set_type_of_scent( mut_scent.value() );
8740 g->scent.reset();
8741 } else {
8743 }
8744 }
8745}
cata::optional< scenttype_id > scent_typeid
What do you smell like.
Definition: mutation.h:176

References g, get_type_of_scent(), mutation_branch::scent_typeid, set_type_of_scent(), update_type_of_scent(), and cata::optional< T >::value().

◆ update_vitamins()

void Character::update_vitamins ( const vitamin_id vit)

Set vitamin deficiency/excess disease states dependent upon current vitamin levels.

Definition at line 8793 of file character.cpp.

8794{
8795 if( is_npc() ) {
8796 return; // NPCs cannot develop vitamin diseases
8797 }
8798
8799 efftype_id def = vit.obj().deficiency();
8800 efftype_id exc = vit.obj().excess();
8801
8802 int lvl = vit.obj().severity( vitamin_get( vit ) );
8803 if( lvl <= 0 ) {
8804 remove_effect( def );
8805 }
8806 if( lvl >= 0 ) {
8807 remove_effect( exc );
8808 }
8809 if( lvl > 0 ) {
8810 if( has_effect( def, num_bp ) ) {
8811 get_effect( def, num_bp ).set_intensity( lvl, true );
8812 } else {
8813 add_effect( def, 1_turns, num_bp, lvl );
8814 }
8815 }
8816 if( lvl < 0 ) {
8817 if( has_effect( exc, num_bp ) ) {
8818 get_effect( exc, num_bp ).set_intensity( -lvl, true );
8819 } else {
8820 add_effect( exc, 1_turns, num_bp, -lvl );
8821 }
8822 }
8823}
int vitamin_get(const vitamin_id &vit) const
Check current level of a vitamin.
int set_intensity(int val, bool alert=false)
Sets intensity of effect capped by range [1..max_intensity].
Definition: effect.cpp:858
const efftype_id & deficiency() const
Disease effect with increasing intensity proportional to vitamin deficiency.
Definition: vitamin.h:57
const efftype_id & excess() const
Disease effect with increasing intensity proportional to vitamin excess.
Definition: vitamin.h:62
int severity(int qty) const
Get intensity of deficiency or zero if not deficient for specified qty.
Definition: vitamin.cpp:39

References Creature::add_effect(), vitamin::deficiency(), vitamin::excess(), Creature::get_effect(), Creature::has_effect(), Creature::is_npc(), num_bp, string_id< T >::obj(), Creature::remove_effect(), effect::set_intensity(), vitamin::severity(), and vitamin_get().

Referenced by vitamin_mod().

◆ use_amount()

std::list< item > Character::use_amount ( itype_id  it,
int  quantity,
const std::function< bool(const item &)> &  filter = return_true<item> 
)

Definition at line 9619 of file character.cpp.

9621{
9622 std::list<item> ret;
9623 if( weapon.use_amount( it, quantity, ret ) ) {
9624 remove_weapon();
9625 }
9626 for( auto a = worn.begin(); a != worn.end() && quantity > 0; ) {
9627 if( a->use_amount( it, quantity, ret, filter ) ) {
9628 a->on_takeoff( *this );
9629 a = worn.erase( a );
9630 } else {
9631 ++a;
9632 }
9633 }
9634 if( quantity <= 0 ) {
9635 return ret;
9636 }
9637 std::list<item> tmp = inv.use_amount( it, quantity, filter );
9638 ret.splice( ret.end(), tmp );
9639 return ret;
9640}
std::list< item > use_amount(itype_id it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >)
Definition: inventory.cpp:852
bool use_amount(const itype_id &it, int &quantity, std::list< item > &used, const std::function< bool(const item &)> &filter=return_true< item >)
Consume a specific amount of items of a specific type.
Definition: item.cpp:8323
constexpr double a
Definition: magic.cpp:1030

References a, inv, remove_weapon(), cata::hash64_detail::ret, item::use_amount(), inventory::use_amount(), weapon, and worn.

Referenced by computer_session::action_srcf_elevator(), iexamine::cardreader(), iexamine::cardreader_robofac(), player::consume_items(), game::find_or_make_stairs(), hack_attempt(), iexamine::pedestal_temple(), activity_handlers::plant_seed_finish(), vehicle::reload_seeds(), talk_effect_fun_t::set_consume_item(), talk_effect_fun_t::set_u_sell_item(), sinkhole_safety_roll(), and npc_trading::transfer_items().

◆ use_charges()

std::list< item > Character::use_charges ( const itype_id what,
int  qty,
const std::function< bool(const item &)> &  filter = return_true<item> 
)

Definition at line 9651 of file character.cpp.

9653{
9654 std::list<item> res;
9655
9656 if( qty <= 0 ) {
9657 return res;
9658
9659 } else if( what == itype_toolset ) {
9661 return res;
9662
9663 } else if( what == itype_fire ) {
9664 use_fire( qty );
9665 return res;
9666
9667 } else if( what == itype_bio_armor ) {
9668 float mod_qty = 0;
9669 float efficiency = 1;
9670 for( const bionic &bio : *my_bionics ) {
9671 if( bio.powered && bio.info().has_flag( flag_BIONIC_ARMOR_INTERFACE ) ) {
9672 efficiency = std::max( efficiency, bio.info().fuel_efficiency );
9673 }
9674 }
9675 if( efficiency == 1 ) {
9676 debugmsg( "Player lacks a bionic armor interface with fuel efficiency field." );
9677 }
9678 mod_qty = qty / efficiency;
9680 return res;
9681
9682 } else if( what == itype_UPS ) {
9683 if( is_mounted() && mounted_creature.get()->has_flag( MF_RIDEABLE_MECH ) &&
9684 mounted_creature.get()->battery_item ) {
9685 auto mons = mounted_creature.get();
9686 int power_drain = std::min( mons->battery_item->ammo_remaining(), qty );
9687 mons->use_mech_power( -power_drain );
9688 qty -= std::min( qty, power_drain );
9689 return res;
9690 }
9691 if( has_power() && has_active_bionic( bio_ups ) ) {
9692 int bio = std::min( units::to_kilojoule( get_power_level() ), qty );
9694 qty -= std::min( qty, bio );
9695 }
9696
9697 int adv = charges_of( itype_adv_UPS_off, static_cast<int>( std::ceil( qty * 0.6 ) ) );
9698 if( adv > 0 ) {
9699 std::list<item> found = use_charges( itype_adv_UPS_off, adv );
9700 res.splice( res.end(), found );
9701 qty -= std::min( qty, static_cast<int>( adv / 0.6 ) );
9702 }
9703
9704 int ups = charges_of( itype_UPS_off, qty );
9705 if( ups > 0 ) {
9706 std::list<item> found = use_charges( itype_UPS_off, ups );
9707 res.splice( res.end(), found );
9708 qty -= std::min( qty, ups );
9709 }
9710 return res;
9711
9712 }
9713
9714 std::vector<item *> del;
9715
9716 bool has_tool_with_UPS = false;
9717 visit_items( [this, &what, &qty, &res, &del, &has_tool_with_UPS, &filter]( item * e ) {
9718 if( e->use_charges( what, qty, res, pos(), filter ) ) {
9719 del.push_back( e );
9720 }
9721 if( filter( *e ) && e->typeId() == what && e->has_flag( flag_USE_UPS ) ) {
9722 has_tool_with_UPS = true;
9723 }
9724 return qty > 0 ? VisitResponse::SKIP : VisitResponse::ABORT;
9725 } );
9726
9727 for( auto e : del ) {
9728 remove_item( *e );
9729 }
9730
9731 if( has_tool_with_UPS ) {
9732 use_charges( itype_UPS, qty );
9733 }
9734
9735 return res;
9736}
static const itype_id itype_toolset("toolset")
static const itype_id itype_adv_UPS_off("adv_UPS_off")
static const bionic_id bio_ups("bio_ups")
static const itype_id itype_UPS_off("UPS_off")
void use_fire(int quantity)
Definition: character.cpp:9802
bool use_charges(const itype_id &what, int &qty, std::list< item > &used, const tripoint &pos, const std::function< bool(const item &)> &filter=return_true< item >)
Consumes specified charges (or fewer) from this and any contained items.
Definition: item.cpp:8443

References ABORT, bio_ups, visitable< Character >::charges_of(), debugmsg, flag_BIONIC_ARMOR_INTERFACE, flag_USE_UPS(), units::from_kilojoule(), get_power_level(), has_active_bionic(), item::has_flag(), has_power(), is_mounted(), itype_adv_UPS_off, itype_bio_armor, itype_fire, itype_toolset, itype_UPS, itype_UPS_off, MF_RIDEABLE_MECH, mod_power_level(), mounted_creature, my_bionics, pos(), visitable< Character >::remove_item(), SKIP, units::to_kilojoule(), item::typeId(), item::use_charges(), use_charges(), use_fire(), and visitable< Character >::visit_items().

Referenced by iexamine::arcfurnace_empty(), consume_charges(), player::consume_items(), player::consume_med(), consume_remote_fuel(), player::consume_tools(), player::eat(), iuse::ecig(), iexamine::fertilize_plant(), player::fire_gun(), iexamine::fireplace(), iexamine::fvat_empty(), activity_handlers::gunmod_add_finish(), hack_attempt(), iexamine::keg(), iexamine::kiln_empty(), iexamine::pay_gas(), activity_handlers::plant_seed_finish(), player::process_items(), iexamine::reload_furniture(), vehicle::reload_seeds(), talk_effect_fun_t::set_bulk_trade_accept(), talk_effect_fun_t::set_consume_item(), talk_effect_fun_t::set_u_sell_item(), smoker_activate(), npc_trading::transfer_items(), try_consume(), try_start_hacking(), consume_drug_iuse::use(), place_monster_iuse::use(), cauterize_actor::use(), use_charges(), use_charges_if_avail(), use_fire(), and iexamine::vending().

◆ use_charges_if_avail()

bool Character::use_charges_if_avail ( const itype_id it,
int  quantity 
)

Definition at line 9642 of file character.cpp.

9643{
9644 if( has_charges( it, quantity ) ) {
9645 use_charges( it, quantity );
9646 return true;
9647 }
9648 return false;
9649}

References has_charges(), and use_charges().

Referenced by iuse::arrow_flammable(), iuse::firecracker(), activity_handlers::game_do_turn(), iuse::meth(), item::process_tool(), item::reload(), iuse::smoking(), suffer_from_asthma(), and iuse_transform::use().

◆ use_fire()

void Character::use_fire ( int  quantity)

Definition at line 9802 of file character.cpp.

9803{
9804 //Okay, so checks for nearby fires first,
9805 //then held lit torch or candle, bionic tool/lighter/laser
9806 //tries to use 1 charge of lighters, matches, flame throwers
9807 //If there is enough power, will use power of one activation of the bio_lighter, bio_tools and bio_laser
9808 // (home made, military), hotplate, welder in that order.
9809 // bio_lighter, bio_laser, bio_tools, has_active_bionic("bio_tools"
9810
9811 if( get_map().has_nearby_fire( pos() ) ) {
9812 return;
9813 } else if( has_item_with_flag( "FIRE" ) ) {
9814 return;
9815 } else if( has_item_with_flag( "FIRESTARTER" ) ) {
9816 auto firestarters = all_items_with_flag( "FIRESTARTER" );
9817 for( auto &i : firestarters ) {
9818 if( has_charges( i->typeId(), quantity ) ) {
9819 use_charges( i->typeId(), quantity );
9820 return;
9821 }
9822 }
9823 } else if( has_active_bionic( bio_tools ) && get_power_level() > quantity * 5_kJ ) {
9824 mod_power_level( -quantity * 5_kJ );
9825 return;
9826 } else if( has_bionic( bio_lighter ) && get_power_level() > quantity * 5_kJ ) {
9827 mod_power_level( -quantity * 5_kJ );
9828 return;
9829 } else if( has_bionic( bio_laser ) && get_power_level() > quantity * 5_kJ ) {
9830 mod_power_level( -quantity * 5_kJ );
9831 return;
9832 }
9833}

References all_items_with_flag(), bio_laser, bio_lighter, bio_tools, get_map(), get_power_level(), has_active_bionic(), has_bionic(), has_charges(), has_item_with_flag(), mod_power_level(), pos(), and use_charges().

Referenced by use_charges().

◆ used_weapon() [1/2]

item & Character::used_weapon ( )

Definition at line 140 of file melee.cpp.

141{
142 return const_cast<item &>( const_cast<const Character *>( this )->used_weapon() );
143}

References used_weapon().

◆ used_weapon() [2/2]

const item & Character::used_weapon ( ) const

Returns a reference to the item which will be used to make attacks.

At the moment it's always weapon or a reference to a null item.

Definition at line 135 of file melee.cpp.

136{
137 return martial_arts_data->selected_force_unarmed() ? null_item_reference() : weapon;
138}

References martial_arts_data, null_item_reference(), and weapon.

Referenced by get_melee_hit_base(), ma_requirements::is_valid_character(), melee_attack(), player::on_dodge(), unarmed_attack(), and used_weapon().

◆ valid_aoe_technique() [1/2]

bool Character::valid_aoe_technique ( Creature t,
const ma_technique technique 
)
private

Check if an area-of-effect technique has valid targets.

Definition at line 1188 of file melee.cpp.

1189{
1190 std::vector<Creature *> dummy_targets;
1191 return valid_aoe_technique( t, technique, dummy_targets );
1192}

References valid_aoe_technique().

Referenced by perform_technique(), pick_technique(), and valid_aoe_technique().

◆ valid_aoe_technique() [2/2]

bool Character::valid_aoe_technique ( Creature t,
const ma_technique technique,
std::vector< Creature * > &  targets 
)
private

Definition at line 1194 of file melee.cpp.

1196{
1197 if( technique.aoe.empty() ) {
1198 return false;
1199 }
1200
1201 // pre-computed matrix of adjacent squares
1202 std::array<int, 9> offset_a = {{0, -1, -1, 1, 0, -1, 1, 1, 0 }};
1203 std::array<int, 9> offset_b = {{-1, -1, 0, -1, 0, 1, 0, 1, 1 }};
1204
1205 // filter the values to be between -1 and 1 to avoid indexing the array out of bounds
1206 int dy = std::max( -1, std::min( 1, t.posy() - posy() ) );
1207 int dx = std::max( -1, std::min( 1, t.posx() - posx() ) );
1208 int lookup = dy + 1 + 3 * ( dx + 1 );
1209
1210 //wide hits all targets adjacent to the attacker and the target
1211 if( technique.aoe == "wide" ) {
1212 //check if either (or both) of the squares next to our target contain a possible victim
1213 //offsets are a pre-computed matrix allowing us to quickly lookup adjacent squares
1214 tripoint left = pos() + tripoint( offset_a[lookup], offset_b[lookup], 0 );
1215 tripoint right = pos() + tripoint( offset_b[lookup], -offset_a[lookup], 0 );
1216
1217 monster *const mon_l = g->critter_at<monster>( left );
1218 if( mon_l && mon_l->friendly == 0 ) {
1219 targets.push_back( mon_l );
1220 }
1221 monster *const mon_r = g->critter_at<monster>( right );
1222 if( mon_r && mon_r->friendly == 0 ) {
1223 targets.push_back( mon_r );
1224 }
1225
1226 npc *const npc_l = g->critter_at<npc>( left );
1227 npc *const npc_r = g->critter_at<npc>( right );
1228 if( npc_l && npc_l->is_enemy() ) {
1229 targets.push_back( npc_l );
1230 }
1231 if( npc_r && npc_r->is_enemy() ) {
1232 targets.push_back( npc_r );
1233 }
1234 if( !targets.empty() ) {
1235 return true;
1236 }
1237 }
1238
1239 if( technique.aoe == "impale" ) {
1240 // Impale hits the target and a single target behind them
1241 // Check if the square cardinally behind our target, or to the left / right,
1242 // contains a possible target.
1243 tripoint left = t.pos() + tripoint( offset_a[lookup], offset_b[lookup], 0 );
1244 tripoint target_pos = t.pos() + ( t.pos() - pos() );
1245 tripoint right = t.pos() + tripoint( offset_b[lookup], -offset_b[lookup], 0 );
1246
1247 monster *const mon_l = g->critter_at<monster>( left );
1248 monster *const mon_t = g->critter_at<monster>( target_pos );
1249 monster *const mon_r = g->critter_at<monster>( right );
1250 if( mon_l && mon_l->friendly == 0 ) {
1251 targets.push_back( mon_l );
1252 }
1253 if( mon_t && mon_t->friendly == 0 ) {
1254 targets.push_back( mon_t );
1255 }
1256 if( mon_r && mon_r->friendly == 0 ) {
1257 targets.push_back( mon_r );
1258 }
1259
1260 npc *const npc_l = g->critter_at<npc>( left );
1261 npc *const npc_t = g->critter_at<npc>( target_pos );
1262 npc *const npc_r = g->critter_at<npc>( right );
1263 if( npc_l && npc_l->is_enemy() ) {
1264 targets.push_back( npc_l );
1265 }
1266 if( npc_t && npc_t->is_enemy() ) {
1267 targets.push_back( npc_t );
1268 }
1269 if( npc_r && npc_r->is_enemy() ) {
1270 targets.push_back( npc_r );
1271 }
1272 if( !targets.empty() ) {
1273 return true;
1274 }
1275 }
1276
1277 if( targets.empty() && technique.aoe == "spin" ) {
1278 for( const tripoint &tmp : g->m.points_in_radius( pos(), 1 ) ) {
1279 if( tmp == t.pos() ) {
1280 continue;
1281 }
1282 monster *const mon = g->critter_at<monster>( tmp );
1283 if( mon && mon->friendly == 0 ) {
1284 targets.push_back( mon );
1285 }
1286 npc *const np = g->critter_at<npc>( tmp );
1287 if( np && np->is_enemy() ) {
1288 targets.push_back( np );
1289 }
1290 }
1291 //don't trigger circle for fewer than 2 targets
1292 if( targets.size() < 2 ) {
1293 targets.clear();
1294 } else {
1295 return true;
1296 }
1297 }
1298 return false;
1299}
bool is_enemy() const
Definition: npc.cpp:2040

References ma_technique::aoe, monster::friendly, g, npc::is_enemy(), left, Creature::pos(), pos(), Creature::posx(), posx(), Creature::posy(), posy(), and right.

◆ visibility()

int Character::visibility ( bool  check_color = false,
int  stillness = 0 
) const

Checks is_invisible() as well as other factors.

Definition at line 6353 of file character.cpp.

6354{
6355 // 0-100 %
6356 if( is_invisible() ) {
6357 return 0;
6358 }
6359 // TODO:
6360 // if ( dark_clothing() && light check ...
6361 int stealth_modifier = std::floor( mutation_value( "stealth_modifier" ) );
6362 return clamp( 100 - stealth_modifier, 40, 160 );
6363}
bool is_invisible() const
Definition: character.cpp:6343

References clamp(), is_invisible(), and mutation_value().

◆ visible_mutations()

std::string Character::visible_mutations ( int  visibility_cap) const

Returns an enumeration of visible mutations with colors.

Definition at line 1753 of file mutation.cpp.

1754{
1755 const std::vector<trait_id> &my_muts = get_mutations();
1756 const std::string trait_str = enumerate_as_string( my_muts.begin(), my_muts.end(),
1757 [visibility_cap ]( const trait_id & pr ) -> std::string {
1758 const auto &mut_branch = pr.obj();
1759 // Finally some use for visibility trait of mutations
1760 if( mut_branch.visibility > 0 && mut_branch.visibility >= visibility_cap )
1761 {
1762 return colorize( mut_branch.name(), mut_branch.get_display_color() );
1763 }
1764
1765 return std::string();
1766 } );
1767 return trait_str;
1768}

References enumerate_as_string(), and get_mutations().

Referenced by npc::print_info(), and short_description_parts().

◆ vitamin_get()

int Character::vitamin_get ( const vitamin_id vit) const

Check current level of a vitamin.

Accesses level of a given vitamin. If the vitamin_id specified does not exist then this function simply returns 0.

Parameters
vitID of vitamin to check level for.
Returns
current level for specified vitamin

Definition at line 575 of file consumption.cpp.

576{
577 if( get_option<bool>( "NO_VITAMINS" ) && vit->type() == vitamin_type::VITAMIN ) {
578 return 0;
579 }
580
581 const auto &v = vitamin_levels.find( vit );
582 return v != vitamin_levels.end() ? v->second : 0;
583}
const vitamin_type & type() const
Definition: vitamin.h:40
@ VITAMIN
Definition: vitamin.h:19

References vitamin::type(), VITAMIN, and vitamin_levels.

Referenced by debug_menu::character_edit_menu(), eff_fun_mutating(), and update_vitamins().

◆ vitamin_mod()

int Character::vitamin_mod ( const vitamin_id vit,
int  qty,
bool  capped = true 
)

Add or subtract vitamins from character storage pools.

Parameters
vitID of vitamin to modify
qtyamount by which to adjust vitamin (negative values are permitted)
cappedif true prevent vitamins which can accumulate in excess from doing so
Returns
adjusted level for the vitamin or zero if vitamin does not exist

Definition at line 543 of file consumption.cpp.

544{
545 if( !vit.is_valid() ) {
546 debugmsg( "Vitamin with id %s does not exist, and cannot be modified", vit.str() );
547 return 0;
548 }
549 // What's going on here? Emplace returns either an iterator to the inserted
550 // item or, if it already exists, an iterator to the (unchanged) extant item
551 // (Okay, technically it returns a pair<iterator, bool>, the iterator is what we want)
552 auto it = vitamin_levels.emplace( vit, 0 ).first;
553 const vitamin &v = *it->first;
554
555 if( qty > 0 ) {
556 // Accumulations can never occur from food sources
557 it->second = std::min( it->second + qty, capped ? 0 : v.max() );
558 update_vitamins( vit );
559
560 } else if( qty < 0 ) {
561 it->second = std::max( it->second + qty, v.min() );
562 update_vitamins( vit );
563 }
564
565 return it->second;
566}
void update_vitamins(const vitamin_id &vit)
Set vitamin deficiency/excess disease states dependent upon current vitamin levels.
Definition: character.cpp:8793
int max() const
Upper bound for any accumulation of this vitamin.
Definition: vitamin.h:72
int min() const
Lower bound for deficiency of this vitamin.
Definition: vitamin.h:67

References debugmsg, string_id< T >::is_valid(), vitamin::max(), vitamin::min(), string_id< T >::str(), update_vitamins(), and vitamin_levels.

Referenced by eff_fun_bleed(), rooted(), suffer_from_other_mutations(), suffer_in_sunlight(), update_body(), consume_drug_iuse::use(), vitamin_set(), and vitamins_mod().

◆ vitamin_rate()

time_duration Character::vitamin_rate ( const vitamin_id vit) const

Get vitamin usage rate (minutes per unit) accounting for bionics, mutations and effects.

Definition at line 528 of file consumption.cpp.

529{
530 time_duration res = vit.obj().rate();
531
532 for( const auto &m : get_mutations() ) {
533 const auto &mut = m.obj();
534 auto iter = mut.vitamin_rates.find( vit );
535 if( iter != mut.vitamin_rates.end() ) {
536 res += iter->second;
537 }
538 }
539
540 return res;
541}
time_duration rate() const
Usage rate of vitamin (time to consume unit) Lower bound is zero whereby vitamin is not required (but...
Definition: vitamin.h:80

References get_mutations(), string_id< T >::obj(), and vitamin::rate().

Referenced by update_body(), and consume_drug_iuse::use().

◆ vitamin_set()

bool Character::vitamin_set ( const vitamin_id vit,
int  qty 
)

Sets level of a vitamin or returns false if id given in vit does not exist.

Note
status effects are still set for deficiency/excess
Parameters
[in]vitID of vitamin to adjust quantity for
[in]qtyQuantity to set level to
Returns
false if given vitamin_id does not exist, otherwise true

Definition at line 585 of file consumption.cpp.

586{
587 auto v = vitamin_levels.find( vit );
588 if( v == vitamin_levels.end() ) {
589 return false;
590 }
591 vitamin_mod( vit, qty - v->second, false );
592
593 return true;
594}

References vitamin_levels, and vitamin_mod().

Referenced by debug_menu::character_edit_menu(), eff_fun_mutating(), and eff_fun_toxin_buildup().

◆ vitamins_mod()

void Character::vitamins_mod ( const std::map< vitamin_id, int > &  vitamins,
bool  capped = true 
)

Definition at line 568 of file consumption.cpp.

569{
570 for( auto vit : vitamins ) {
571 vitamin_mod( vit.first, vit.second, capped );
572 }
573}

References vitamin_mod().

Referenced by update_stomach().

◆ volume_capacity()

◆ volume_capacity_reduced_by()

units::volume Character::volume_capacity_reduced_by ( const units::volume mod,
const excluded_stacks without = {} 
) const

Definition at line 2847 of file character.cpp.

2849{
2851 return units::volume_max;
2852 }
2853
2855 for( const auto &i : worn ) {
2856 if( !without.count( &i ) ) {
2857 ret += i.get_storage();
2858 }
2859 }
2860 if( has_bionic( bio_storage ) ) {
2861 ret += 2_liter;
2862 }
2863 if( has_trait( trait_SHELL ) ) {
2864 ret += 4_liter;
2865 }
2867 ret += 6_liter;
2868 }
2869 if( has_trait( trait_PACKMULE ) ) {
2870 ret = ret * 1.4;
2871 }
2872 if( has_trait( trait_DISORGANIZED ) ) {
2873 ret = ret * 0.6;
2874 }
2875 return std::max( ret, 0_ml );
2876}
static const trait_id trait_SHELL("SHELL")
static const trait_id trait_DISORGANIZED("DISORGANIZED")
static const trait_id trait_PACKMULE("PACKMULE")
static const bionic_id bio_storage("bio_storage")
const volume volume_max
Definition: units_volume.h:21

References bio_storage, has_active_mutation(), has_bionic(), has_trait(), cata::hash64_detail::ret, trait_DEBUG_STORAGE, trait_DISORGANIZED, trait_PACKMULE, trait_SHELL, trait_SHELL2, units::volume_max, and worn.

Referenced by inventory_drop_selector::get_raw_stats(), pickup::reorder_for_dropping(), player::takeoff(), and volume_capacity().

◆ volume_carried()

◆ volume_carried_reduced_by()

units::volume Character::volume_carried_reduced_by ( const excluded_stacks without) const

Definition at line 2789 of file character.cpp.

2790{
2791 if( without.empty() ) {
2792 return inv.volume();
2793 } else {
2794 return inv.volume_without( without );
2795 }
2796}
units::volume volume_without(const excluded_stacks &without) const
Definition: inventory.cpp:1068

References inv, inventory::volume(), and inventory::volume_without().

Referenced by inventory_drop_selector::get_raw_stats().

◆ vomit()

void Character::vomit ( )

Handles Character vomiting effects.

Definition at line 7787 of file character.cpp.

7788{
7789 g->events().send<event_type::throws_up>( getID() );
7790
7791 map &here = get_map();
7792 if( get_effect_int( effect_fungus ) >= 3 ) {
7793 add_msg_player_or_npc( m_bad, _( "You vomit thousands of live spores!" ),
7794 _( "<npcname> vomits thousands of live spores!" ) );
7795 fungal_effects( *g, here ).fungalize( pos(), this );
7796 } else if( stomach.get_calories() > 0 || get_thirst() < 0 ) {
7797 add_msg_player_or_npc( m_bad, _( "You throw up heavily!" ), _( "<npcname> throws up heavily!" ) );
7798 here.add_field( adjacent_tile(), fd_bile, 1 );
7799 } else {
7800 return;
7801 }
7802
7803 if( !has_effect( effect_nausea ) ) { // Prevents never-ending nausea
7804 const effect dummy_nausea( &effect_nausea.obj(), 0_turns, bodypart_str_id::NULL_ID(), 1,
7806 add_effect( effect_nausea, std::max( dummy_nausea.get_max_duration() *
7807 stomach.get_calories() / 100, dummy_nausea.get_int_dur_factor() ) );
7808 }
7809
7810 stomach.empty();
7811 set_thirst( std::max( 0, get_thirst() ) );
7813 if( get_healthy_mod() > 0 ) {
7814 set_healthy_mod( 0 );
7815 }
7816
7817 moves -= 100;
7818 // get_effect is more correct than has_effect because of body parts
7819 effect &eff_foodpoison = get_effect( effect_foodpoison );
7820 if( eff_foodpoison ) {
7821 eff_foodpoison.mod_duration( -30_minutes );
7822 }
7823 effect &eff_drunk = get_effect( effect_drunk );
7824 if( eff_drunk ) {
7825 eff_drunk.mod_duration( rng( -10_minutes, -50_minutes ) );
7826 }
7830 // Don't wake up when just retching
7831 wake_up();
7832}
static const efftype_id effect_fungus("fungus")
static const efftype_id effect_pkill2("pkill2")
static const efftype_id effect_bloated("bloated")
static const efftype_id effect_foodpoison("foodpoison")
static const efftype_id effect_pkill1("pkill1")
static const efftype_id effect_pkill3("pkill3")
tripoint adjacent_tile() const
Returns an unoccupied, safe adjacent point.
Definition: character.cpp:7835
void fungalize(const tripoint &p, Creature *origin=nullptr, double spore_chance=0.0)
field_type_id fd_bile
Definition: field_type.cpp:337

References _, Creature::add_effect(), Creature::add_msg_player_or_npc(), adjacent_tile(), effect_bloated, effect_drunk, effect_foodpoison, effect_fungus, effect_nausea, effect_pkill1, effect_pkill2, effect_pkill3, stomach_contents::empty(), fd_bile, fungal_effects::fungalize(), g, stomach_contents::get_calories(), Creature::get_effect(), Creature::get_effect_int(), get_healthy_mod(), effect::get_int_dur_factor(), get_map(), effect::get_max_duration(), get_thirst(), getID(), Creature::has_effect(), m_bad, effect::mod_duration(), Creature::moves, string_id< body_part_type >::NULL_ID(), string_id< T >::obj(), pos(), Creature::remove_effect(), rng(), set_healthy_mod(), set_thirst(), stomach, throws_up, calendar::turn, and wake_up().

Referenced by activate_mutation(), addict_effect(), iuse::artifact(), iuse::blech(), iuse::dig(), player::eat(), eff_fun_hallu(), eff_fun_hot(), eff_fun_rat(), player::hardcoded_effects(), marloss_common(), iuse::mycus(), player::process_effects_internal(), player::process_one_effect(), iuse::sewage(), suffer_from_radiation(), suffer_while_awake(), try_reject_mutagen(), avatar::vomit(), and spell_effect::vomit().

◆ wait_effects()

void Character::wait_effects ( )

Definition at line 1584 of file character.cpp.

1585{
1586 if( has_effect( effect_downed ) ) {
1587 try_remove_downed( *this );
1588 return;
1589 }
1590 if( has_effect( effect_beartrap ) ) {
1591 try_remove_bear_trap( *this );
1592 return;
1593 }
1594 if( has_effect( effect_lightsnare ) ) {
1595 try_remove_lightsnare( *this );
1596 return;
1597 }
1598 if( has_effect( effect_heavysnare ) ) {
1599 try_remove_heavysnare( *this );
1600 return;
1601 }
1602 if( has_effect( effect_webbed ) ) {
1603 try_remove_webs( *this );
1604 return;
1605 }
1606 if( has_effect( effect_grabbed ) ) {
1607 try_remove_grab( *this );
1608 return;
1609 }
1610}

References effect_beartrap, effect_downed, effect_grabbed, effect_heavysnare, effect_lightsnare, effect_webbed, Creature::has_effect(), try_remove_bear_trap(), try_remove_downed(), try_remove_grab(), try_remove_heavysnare(), try_remove_lightsnare(), and try_remove_webs().

Referenced by player::pause().

◆ wake_up()

void Character::wake_up ( )

Removes "sleep" and "lying_down".

Definition at line 7666 of file character.cpp.

7667{
7671 if( has_effect( effect_sleep ) ) {
7672 g->events().send<event_type::character_wakes_up>( getID() );
7674 // Wake up might be called more than once per turn, but we only need to recalc after removing sleep
7676 }
7677}
static const efftype_id effect_slept_through_alarm("slept_through_alarm")
static const efftype_id effect_alarm_clock("alarm_clock")
@ character_wakes_up

References character_wakes_up, effect_alarm_clock, effect_lying_down, effect_sleep, effect_slept_through_alarm, g, getID(), Creature::has_effect(), recalc_sight_limits(), and Creature::remove_effect().

Referenced by player::hardcoded_effects(), on_hurt(), sounds::process_sound_markers(), react_to_felt_pain(), Creature::remove_effect(), suffer_from_asthma(), suffer_from_sunburn(), update_bodytemp(), vomit(), and avatar::wake_up().

◆ warmth()

std::map< bodypart_id, int > Character::warmth ( const std::map< bodypart_id, std::vector< const item * > > &  clothing_map) const

Returns warmth provided by armor, etc.

Definition at line 9365 of file character.cpp.

9367{
9368 std::map<bodypart_id, int> ret;
9369 for( const bodypart_id &bp : get_all_body_parts() ) {
9370 ret.emplace( bp, 0 );
9371 }
9372
9373 for( const std::pair<const bodypart_id, std::vector<const item *>> &on_bp : clothing_map ) {
9374 const bodypart_id &bp = on_bp.first;
9375 for( const item *it : on_bp.second ) {
9376 double warmth = it->get_warmth();
9377 // Warmth reduced linearly with wetness
9378 const auto &materials = it->made_of();
9379 float max_wet_resistance = std::accumulate( materials.begin(), materials.end(), 0.0f,
9380 []( float best, const material_id & mat ) {
9381 return std::max( best, mat->warmth_when_wet() );
9382 } );
9383 float wet_mult = 1.0f - max_wet_resistance * body_wetness[bp->token] / drench_capacity[bp->token];
9384 ret[bp] += warmth * wet_mult;
9385 }
9386 ret[bp] += get_effect_int( effect_heating_bionic, bp->token );
9387 }
9388 return ret;
9389}
static const efftype_id effect_heating_bionic("heating_bionic")
int get_warmth() const
Returns the warmth value that this item has when worn.
Definition: item.cpp:5757

References body_wetness, drench_capacity, effect_heating_bionic, Creature::get_all_body_parts(), Creature::get_effect_int(), item::get_warmth(), item::made_of(), and cata::hash64_detail::ret.

Referenced by weather_effect::wet_player().

◆ wear_item()

cata::optional< std::list< item >::iterator > Character::wear_item ( const item to_wear,
bool  interactive = true 
)

Wear item; returns nullopt on fail, or pointer to newly worn item on success.

If interactive is false, don't alert the player or drain moves on completion.

Definition at line 2179 of file character.cpp.

2181{
2182 const auto ret = can_wear( to_wear );
2183 if( !ret.success() ) {
2184 if( interactive ) {
2185 add_msg_if_player( m_info, "%s", ret.c_str() );
2186 }
2187 return cata::nullopt;
2188 }
2189
2190 const bool was_deaf = is_deaf();
2191 const bool supertinymouse = get_size() == MS_TINY;
2192 last_item = to_wear.typeId();
2193
2194 std::list<item>::iterator position = position_to_wear_new_item( to_wear );
2195 std::list<item>::iterator new_item_it = worn.insert( position, to_wear );
2196
2197 if( interactive ) {
2199 _( "You put on your %s." ),
2200 _( "<npcname> puts on their %s." ),
2201 to_wear.tname() );
2202 moves -= item_wear_cost( to_wear );
2203
2204 for( const body_part bp : all_body_parts ) {
2205 if( to_wear.covers( bp ) && encumb( bp ) >= 40 ) {
2207 bp == bp_eyes ?
2208 _( "Your %s are very encumbered! %s" ) : _( "Your %s is very encumbered! %s" ),
2209 body_part_name( bp ), encumb_text( bp ) );
2210 }
2211 }
2212 if( !was_deaf && is_deaf() ) {
2213 add_msg_if_player( m_info, _( "You're deafened!" ) );
2214 }
2215 if( supertinymouse && !to_wear.has_flag( flag_UNDERSIZE ) ) {
2217 _( "This %s is too big to wear comfortably! Maybe it could be refitted." ),
2218 to_wear.tname() );
2219 } else if( !supertinymouse && to_wear.has_flag( flag_UNDERSIZE ) ) {
2221 _( "This %s is too small to wear comfortably! Maybe it could be refitted." ),
2222 to_wear.tname() );
2223 }
2224 } else {
2225 add_msg_if_npc( _( "<npcname> puts on their %s." ), to_wear.tname() );
2226 }
2227
2228 new_item_it->on_wear( *this );
2229
2230 inv.update_invlet( *new_item_it );
2231 inv.update_cache_with_item( *new_item_it );
2232
2235
2236 return new_item_it;
2237}
std::string encumb_text(body_part bp)
Returns the matching encumbrance text for a given body_part token.
Definition: bodypart.cpp:358
static const std::string flag_UNDERSIZE("UNDERSIZE")
void update_invlet(item &it, bool assign_invlet=true)
Definition: inventory.cpp:1214
void update_cache_with_item(item &newit)
Definition: inventory.cpp:252

References _, Creature::add_msg_if_npc(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), all_body_parts, body_part_name(), bp_eyes, can_wear(), item::covers(), encumb(), encumb_text(), flag_UNDERSIZE(), get_size(), item::has_flag(), inv, is_deaf(), item_wear_cost(), last_item, m_info, m_warning, Creature::moves, MS_TINY, cata::nullopt, position, position_to_wear_new_item(), recalc_sight_limits(), reset_encumbrance(), cata::hash64_detail::ret, item::tname(), item::typeId(), inventory::update_cache_with_item(), inventory::update_invlet(), and worn.

Referenced by activity_on_turn_wear(), iexamine::autodoc(), avatar::create(), dispose_item(), pick_one_up(), standard_npc::standard_npc(), npc::stow_item(), player::use(), player::wear(), and npc::wear_if_wanted().

◆ wearing_something_on()

bool Character::wearing_something_on ( const bodypart_id bp) const

Returns true if the character is wearing something on the entered body part.

Definition at line 8852 of file character.cpp.

8853{
8854 for( auto &i : worn ) {
8855 if( i.covers( bp->token ) ) {
8856 return true;
8857 }
8858 }
8859 return false;
8860}

References worn.

Referenced by armwear_factor(), can_drink_nectar(), can_wear(), iexamine::chainfence(), footwear_factor(), player::on_hit(), player::reset_stats(), suffer_from_sunburn(), and suffer_in_sunlight().

◆ weight_capacity()

units::mass Character::weight_capacity ( ) const
overridevirtual
Strength increases carrying capacity

Reimplemented from Creature.

Definition at line 2798 of file character.cpp.

2799{
2801 // Infinite enough
2802 return units::mass_max;
2803 }
2804 // Get base capacity from creature,
2805 // then apply player-only mutation and trait effects.
2807 /** @EFFECT_STR increases carrying capacity */
2808 ret += get_str() * 4_kilogram;
2809 ret *= mutation_value( "weight_capacity_modifier" );
2810
2811 units::mass worn_weight_bonus = 0_gram;
2812 for( const item &it : worn ) {
2813 ret *= it.get_weight_capacity_modifier();
2814 worn_weight_bonus += it.get_weight_capacity_bonus();
2815 }
2816
2817 units::mass bio_weight_bonus = 0_gram;
2818 for( const bionic_id &bid : get_bionics() ) {
2819 ret *= bid->weight_capacity_modifier;
2820 bio_weight_bonus += bid->weight_capacity_bonus;
2821 }
2822
2823 ret += bio_weight_bonus + worn_weight_bonus;
2824
2826 ret += 22500_gram;
2827 }
2828
2829 if( ret < 0_gram ) {
2830 ret = 0_gram;
2831 }
2832 if( is_mounted() ) {
2833 auto *mons = mounted_creature.get();
2834 // the mech has an effective strength for other purposes, like hitting.
2835 // but for lifting, its effective strength is even higher, due to its sturdy construction, leverage,
2836 // and being built entirely for that purpose with hydraulics etc.
2837 ret = mons->mech_str_addition() == 0 ? ret : ( mons->mech_str_addition() + 10 ) * 4_kilogram;
2838 }
2839 return ret;
2840}
virtual units::mass weight_capacity() const
Definition: creature.cpp:1771
@ AEP_CARRY_MORE
Definition: enums.h:118

References AEP_CARRY_MORE, get_bionics(), get_str(), has_artifact_with(), has_trait(), is_mounted(), units::mass_max, mounted_creature, mutation_value(), cata::hash64_detail::ret, trait_DEBUG_STORAGE, Creature::weight_capacity(), and worn.

Referenced by activate_bionic(), are_requirements_nearby(), burn_move_stamina(), can_pick_weight(), carry_weight_string(), pickup::cost_to_move_item(), overmap_ui::display(), pickup::do_pickup(), draw_speed_tab(), draw_stats_info(), draw_weightvolume_classic(), draw_weightvolume_compact(), draw_weightvolume_labels(), draw_weightvolume_narrow(), npc::drop_items(), fetch_activity(), find_best_bench(), npc::find_item(), inventory_selector::get_raw_stats(), inventory_drop_selector::get_raw_stats(), iexamine::ledge(), npc_pickup_from_stack(), trading_window::perform_trade(), player::recalc_speed_bonus(), set_stats(), suffer_while_awake(), and weight_carried_reduced_by().

◆ weight_carried()

◆ weight_carried_reduced_by()

units::mass Character::weight_carried_reduced_by ( const excluded_stacks without) const

Definition at line 2741 of file character.cpp.

2742{
2743 const std::map<const item *, int> empty;
2744
2745 // Worn items
2746 units::mass ret = 0_gram;
2747 for( auto &i : worn ) {
2748 if( !without.count( &i ) ) {
2749 ret += i.weight();
2750 }
2751 }
2752
2753 // Items in inventory
2754 ret += inv.weight_without( without );
2755
2756 // Wielded item
2757 units::mass weaponweight = 0_gram;
2758 auto weapon_it = without.find( &weapon );
2759 if( weapon_it == without.end() ) {
2760 weaponweight = weapon.weight();
2761 } else {
2762 int subtract_count = ( *weapon_it ).second;
2763 if( weapon.count_by_charges() ) {
2764 item copy = weapon;
2765 copy.charges -= subtract_count;
2766 if( copy.charges < 0 ) {
2767 debugmsg( "Trying to remove more charges than the wielded item has" );
2768 copy.charges = 0;
2769 }
2770 weaponweight = copy.weight();
2771 } else if( subtract_count > 1 ) {
2772 debugmsg( "Trying to remove more than one wielded item" );
2773 }
2774 }
2775 // Exclude wielded item if using lifting tool
2776 if( weaponweight + ret > weight_capacity() ) {
2777 const float liftrequirement = std::ceil( units::to_gram<float>( weaponweight ) /
2778 units::to_gram<float>( TOOL_LIFT_FACTOR ) );
2779 if( g->new_game || best_nearby_lifting_assist() < liftrequirement ) {
2780 ret += weaponweight;
2781 }
2782 } else {
2783 ret += weaponweight;
2784 }
2785
2786 return ret;
2787}
units::mass weight_without(const excluded_stacks &without) const
Definition: inventory.cpp:1039
#define TOOL_LIFT_FACTOR

References best_nearby_lifting_assist(), item::charges, item::count_by_charges(), debugmsg, g, inv, cata::hash64_detail::ret, TOOL_LIFT_FACTOR, weapon, item::weight(), weight_capacity(), inventory::weight_without(), and worn.

Referenced by inventory_drop_selector::get_raw_stats(), and weight_carried().

◆ wield()

virtual bool Character::wield ( item target)
pure virtual

Removes currently wielded item (if any) and replaces it with the target item.

Parameters
targetreplacement item to wield or null item to remove existing weapon without replacing it
Returns
whether both removal and replacement were successful (they are performed atomically)

Implemented in npc, and avatar.

Referenced by player::disarm(), handle_melee_wear(), mount_creature(), perform_technique(), pick_one_up(), and mattack::riotbot().

◆ will_eat()

ret_val< edible_rating > Character::will_eat ( const item food,
bool  interactive = false 
) const

Same as can_eat, but takes consequences into account.

Asks about them if

Parameters
interactiveis true, refuses otherwise.

Definition at line 728 of file consumption.cpp.

729{
730 const auto ret = can_eat( food );
731 if( !ret.success() ) {
732 if( interactive ) {
733 add_msg_if_player( m_info, "%s", ret.c_str() );
734 }
735 return ret;
736 }
737
738 std::vector<ret_val<edible_rating>> consequences;
739 const auto add_consequence = [&consequences]( const std::string & msg, edible_rating code ) {
740 consequences.emplace_back( ret_val<edible_rating>::make_failure( code, msg ) );
741 };
742
743 const bool saprophage = has_trait( trait_SAPROPHAGE );
744 const auto &comest = food.get_comestible();
745
746 if( food.rotten() ) {
747 const bool saprovore = has_trait( trait_SAPROVORE );
748 if( !saprophage && !saprovore && !has_bionic( bio_digestion ) ) {
749 add_consequence( _( "This is rotten and smells awful!" ), edible_rating::rotten );
750 }
751 }
752
753 const bool carnivore = has_trait( trait_CARNIVORE );
754 if( food.has_flag( flag_CANNIBALISM ) && !has_trait_flag( "CANNIBAL" ) ) {
755 add_consequence( _( "The thought of eating human flesh makes you feel sick." ),
757 }
758
759 const bool edible = comest->comesttype == comesttype_FOOD || food.has_flag( flag_USE_EAT_VERB );
760
761 int food_kcal = compute_effective_nutrients( food ).kcal;
762 if( food_kcal > 0 && has_effect( effect_nausea ) ) {
763 add_consequence( _( "You still feel nauseous and will probably puke it all up again." ),
765 }
766
767 if( ( food_kcal > 0 || comest->quench > 0 ) && has_effect( effect_bloated )
768 && !food.has_flag( flag_NO_BLOAT ) ) {
769 add_consequence( _( "You're full and will vomit if you try to consume anything." ),
771 }
772
773 if( ( allergy_type( food ) != MORALE_NULL ) || ( carnivore && food.has_flag( flag_ALLERGEN_JUNK ) &&
774 !food.has_flag( flag_CARNIVORE_OK ) ) ) {
775 add_consequence( _( "Your stomach won't be happy (allergy)." ), edible_rating::allergy );
776 }
777
778 if( saprophage && edible && food.rotten() && !food.has_flag( flag_FERTILIZER ) ) {
779 // Note: We're allowing all non-solid "food". This includes drugs
780 // Hard-coding fertilizer for now - should be a separate flag later
781 //~ No, we don't eat "rotten" food. We eat properly aged food, like a normal person.
782 //~ Semantic difference, but greatly facilitates people being proud of their character.
783 add_consequence( _( "Your stomach won't be happy (not rotten enough)." ),
785 }
786
787 if( !food.has_infinite_charges() &&
788 ( ( food_kcal > 0 &&
789 get_stored_kcal() + stomach.get_calories() + food_kcal
790 > max_stored_kcal() ) ||
791 ( comest->quench > 0 && get_thirst() < comest->quench ) ) ) {
792 add_consequence( _( "You're full already and the excess food will be wasted." ),
794 }
795
796 if( !consequences.empty() ) {
797 if( !interactive ) {
798 return consequences.front();
799 }
800 std::string req;
801 for( const auto &elem : consequences ) {
802 req += elem.str() + "\n";
803 }
804
805 const bool eat_verb = food.has_flag( flag_USE_EAT_VERB );
806 std::string food_tname = food.tname();
807 const nc_color food_color = food.color_in_inventory();
808 if( eat_verb || comest->comesttype == comesttype_FOOD ) {
809 req += string_format( _( "Eat your %s anyway?" ), colorize( food_tname, food_color ) );
810 } else if( !eat_verb && comest->comesttype == comesttype_DRINK ) {
811 req += string_format( _( "Drink your %s anyway?" ), colorize( food_tname, food_color ) );
812 } else {
813 req += string_format( _( "Consume your %s anyway?" ), colorize( food_tname, food_color ) );
814 }
815
816 if( !query_yn( req ) ) {
817 return consequences.front();
818 }
819 }
820 // All checks ended, it's edible (or we're pretending it is)
822}
edible_rating
Definition: character.h:152
bool has_infinite_charges() const
Definition: item.cpp:9777
nc_color color_in_inventory() const
Returns the color of the item depending on usefulness for the player character, e....
Definition: item.cpp:4010
The class represents a composite return value of an arbitrary function (result).
Definition: ret_val.h:21
static const std::string flag_FERTILIZER("FERTILIZER")
static const efftype_id effect_nausea("nausea")

References _, Creature::add_msg_if_player(), allergy, allergy_type(), allergy_weak, bio_digestion, bloated, can_eat(), cannibalism, item::color_in_inventory(), colorize(), comesttype_DRINK(), comesttype_FOOD(), compute_effective_nutrients(), edible, effect_bloated, effect_nausea, flag_ALLERGEN_JUNK(), flag_CANNIBALISM(), flag_CARNIVORE_OK(), flag_FERTILIZER(), flag_NO_BLOAT(), flag_USE_EAT_VERB(), stomach_contents::get_calories(), item::get_comestible(), get_stored_kcal(), get_thirst(), has_bionic(), Creature::has_effect(), item::has_flag(), item::has_infinite_charges(), has_trait(), has_trait_flag(), nutrients::kcal, m_info, ret_val< T >::make_success(), max_stored_kcal(), MORALE_NULL, nausea, query_yn(), cata::hash64_detail::ret, rotten, item::rotten(), stomach, string_format(), item::tname(), too_full, trait_CARNIVORE, trait_SAPROPHAGE, and trait_SAPROVORE.

Referenced by item::color_in_inventory(), npc::consume_food(), player::eat(), find_auto_consume(), rate_action_eat(), and npc::value().

◆ worn_position_to_index()

static int Character::worn_position_to_index ( int  position)
inlinestatic

Definition at line 1137 of file character.h.

1137 {
1138 return -2 - position;
1139 }

References position.

Referenced by advanced_inventory::action_examine(), advanced_inventory::action_move_item(), get_item_position(), i_at(), i_rem(), and game::wield().

◆ worn_with_flag()

Member Data Documentation

◆ _skills

◆ activity

player_activity Character::activity

Definition at line 1580 of file character.h.

Referenced by activate_mutation(), activity_on_turn_move_loot(), assign_activity(), assign_stashed_activity(), iexamine::autodoc(), activity_handlers::build_do_turn(), iuse::burrow(), game::butcher(), butcher_corpse_activity(), player::calc_focus_equilibrium(), cancel_activity(), game::cancel_activity_or_ignore_query(), game::cancel_activity_query(), check_outbounds_activity(), iuse::chop_logs(), chop_plank_activity(), iuse::chop_tree(), chop_tree_activity(), iuse::clear_rubble(), complete_construction(), player::complete_disassemble(), veh_interact::complete_vehicle(), construction_activity(), iuse::craft(), iuse::cut_log_into_planks(), player::disassemble(), player::disassemble_all(), npc::do_player_activity(), npc::do_pulp(), avatar::do_read(), game::do_turn(), player_activity::do_turn(), pickup_activity_actor::do_turn(), npc::drop(), eff_fun_bleed(), fall_asleep(), fetch_activity(), iuse::fill_pit(), activity_handlers::find_mount_do_turn(), npc::finish_read(), iuse::fishing_rod(), game::forced_door_closing(), generic_multi_activity_check_requirement(), generic_multi_activity_do(), generic_multi_activity_handler(), player_activity::get_progress_message(), talk_function::give_aid(), talk_function::give_all_aid(), player::gunmod_add(), iuse::hacksaw(), iuse::hand_crank(), game::handle_key_blocking_activity(), player::hardcoded_effects(), has_activity(), npc::has_player_activity(), in_sleep_state(), install_bionics(), inv_internal(), iuse::jackhammer(), load(), npc::load(), iuse::makemound(), mine_activity(), npc::move(), map::move_vehicle(), npc::on_load(), iuse::oxytorch(), perform_zone_activity_turn(), iuse::pickaxe(), game::place_player(), iuse::portable_game(), game::process_activity(), sounds::process_sound_markers(), player::process_turn(), game::process_voluntary_act_interrupt(), avatar::read(), npc::reboot(), game::reload(), DefaultRemovePartHandler::removed(), activity_handlers::repair_item_finish(), resume_backlog_activity(), npc::revert_after_activity(), iexamine::rubble(), iexamine::safe(), conditional_t< T >::set_has_activity(), npc::set_mission(), iexamine::shrub_wildveggies(), smash(), player::start_craft(), store(), player::toolmod_add(), try_start_hacking(), uninstall_bionic(), update_needs(), pick_lock_actor::use(), firestarter_actor::use(), enzlave_actor::use(), ammobelt_actor::use(), repair_item_actor::use(), heal_actor::use(), heal_actor::use_healing_item(), vehicle_activity(), and iuse::vibe().

◆ activity_vehicle_part_index

◆ addictions

◆ ammo_location

item_location Character::ammo_location

Definition at line 1605 of file character.h.

Referenced by player::load(), and player::store().

◆ auto_move_route

std::vector<tripoint> Character::auto_move_route
private

◆ backlog

◆ bio_soporific_powered_at_last_sleep_check

bool Character::bio_soporific_powered_at_last_sleep_check = false
protected

Definition at line 2136 of file character.h.

◆ blocks_left

int Character::blocks_left = 0

Definition at line 615 of file character.h.

Referenced by block_hit(), player::player(), and player::process_turn().

◆ body_wetness

◆ cached_crafting_inventory

inventory Character::cached_crafting_inventory
private

Definition at line 2259 of file character.h.

Referenced by crafting_inventory().

◆ cached_info

std::map<std::string, double> Character::cached_info
mutableprotected

◆ cached_moves

int Character::cached_moves = 0
private

Definition at line 2257 of file character.h.

Referenced by crafting_inventory().

◆ cached_mutations

std::vector<const mutation_branch *> Character::cached_mutations
protected

◆ cached_position

tripoint Character::cached_position
private

Definition at line 2258 of file character.h.

Referenced by crafting_inventory(), and invalidate_crafting_inventory().

◆ cached_time

time_point Character::cached_time

Definition at line 1608 of file character.h.

Referenced by crafting_inventory(), and invalidate_crafting_inventory().

◆ camps

std::set<tripoint_abs_omt> Character::camps

◆ cash

int Character::cash = 0

◆ check_encumbrance

bool Character::check_encumbrance = true
private

◆ consumption_history

std::list<consumption_event> Character::consumption_history

Definition at line 1592 of file character.h.

Referenced by player::eat(), fun_for(), load(), and store().

◆ controlling_vehicle

◆ custom_profession

std::string Character::custom_profession

Definition at line 620 of file character.h.

Referenced by player::disp_info(), draw_tip(), handle_player_display_action(), load(), and store().

◆ damage_bandaged

std::array<int, num_hp_parts> Character::damage_bandaged

Definition at line 1572 of file character.h.

Referenced by heal_actor::finish_using(), load(), regen(), and player::store().

◆ damage_disinfected

std::array<int, num_hp_parts> Character::damage_disinfected

Definition at line 1572 of file character.h.

Referenced by iexamine::autodoc(), heal_actor::finish_using(), load(), regen(), and player::store().

◆ death_drops

bool Character::death_drops = true

Definition at line 283 of file character.h.

Referenced by npc::npc(), place_corpse(), and player::player().

◆ destination_activity

player_activity Character::destination_activity
private

◆ destination_point

◆ dex_bonus

int Character::dex_bonus = 0
protected

◆ dex_cur

◆ dex_max

◆ dodges_left

int Character::dodges_left = 0

◆ drench_capacity

std::array<int, num_bp> Character::drench_capacity

◆ enchantment_cache

◆ encumbrance_cache

std::array<encumbrance_data, num_bp> Character::encumbrance_cache
protected

Definition at line 2134 of file character.h.

Referenced by encumb(), extraEncumbrance(), get_encumbrance(), and reset_encumbrance().

◆ fac_id

◆ faction_api_version

int Character::faction_api_version = 2
protected

◆ fatigue

int Character::fatigue = 0
private

◆ fleshy

const std::vector< material_id > Character::fleshy = { material_id( "flesh" ), material_id( "hflesh" ) }
static

Definition at line 827 of file character.h.

Referenced by made_of(), and made_of_any().

◆ focus_pool

◆ follower_ids

std::set<character_id> Character::follower_ids

Definition at line 1601 of file character.h.

Referenced by player::load(), and player::store().

◆ frostbite_timer

std::array<int, num_bp> Character::frostbite_timer

Definition at line 2271 of file character.h.

Referenced by load(), store(), and update_bodytemp().

◆ hauling

bool Character::hauling = false

Definition at line 1576 of file character.h.

Referenced by is_hauling(), player::player(), start_hauling(), and stop_hauling().

◆ healed_total

std::array<int, num_hp_parts> Character::healed_total

Definition at line 1783 of file character.h.

Referenced by healed_bp(), load(), and store().

◆ healthy

int Character::healthy = 0
protected

How healthy the character is.

Definition at line 2123 of file character.h.

Referenced by get_healthy(), load(), mod_healthy(), set_healthy(), and store().

◆ healthy_mod

int Character::healthy_mod = 0
protected

Definition at line 2124 of file character.h.

Referenced by get_healthy_mod(), load(), mod_healthy_mod(), set_healthy_mod(), and store().

◆ id

◆ in_vehicle

◆ init_age

int Character::init_age = 25
protected

age in years at character creation

Definition at line 2127 of file character.h.

Referenced by age(), base_age(), load(), mod_base_age(), avatar::randomize(), reset_chargen_attributes(), set_base_age(), and store().

◆ init_height

int Character::init_height = 175
protected

height at character creation

Definition at line 2129 of file character.h.

Referenced by base_height(), height(), load(), mod_base_height(), avatar::randomize(), reset_chargen_attributes(), set_base_height(), and store().

◆ int_bonus

int Character::int_bonus = 0
protected

◆ int_cur

◆ int_max

◆ inv

inventory Character::inv

Definition at line 1583 of file character.h.

Referenced by inventory_selector::add_character_items(), advanced_inventory_pane::add_items_from_area(), allocated_invlets(), npc::alt_attack(), autoclave_internal(), autodoc_internal(), player::can_disassemble(), behavior::character_oracle_t::can_make_fire(), can_pick_volume(), player::can_start_craft(), iuse_transform::can_use(), behavior::character_oracle_t::can_wear_warmer_clothes(), debug_menu::character_edit_menu(), game_menus::inv::common(), game_menus::inv::compare(), complete_craft(), player::consume(), npc::consume_cbm_items(), npc::consume_food(), convert_to_items(), crafting_inventory(), avatar::create(), npc::decide_needs(), die(), dispose_item(), npc::dispose_item(), drop_invalid_inventory(), npc::drop_items(), findBestGasDiscount(), player::get_eligible_containers_for_crafting(), item::get_encumber(), get_item_position(), item::get_remaining_capacity_for_liquid(), get_weight(), behavior::character_oracle_t::has_food(), npc::has_painkiller(), behavior::character_oracle_t::has_water(), npc::heal_self(), i_add(), i_add_or_drop(), i_at(), i_rem(), tutorial_game::init(), npc_trading::init_buying(), npc_trading::init_selling(), inv_dump(), inv_internal(), irradiate(), leak_level(), avatar::load(), load(), monster::load(), player::mend_item(), npc::mug_player(), game_menus::inv::multidrop(), iexamine::pay_gas(), pour_into(), player::process_items(), iuse::radiocar(), npc::randomize(), player::reassign_item(), item::reload(), pickup::reorder_for_dropping(), player::select_requirements(), set_item_inventory(), npc::shop_restock(), iuse::smoking(), player::sort_armor(), starting_inv(), avatar::store(), monster::store(), player::store(), game_menus::inv::swap_letters(), avatar_action::swim(), player::takeoff(), player::unwield(), npc::update_worst_item_value(), use_amount(), npc::use_painkiller(), volume_carried(), volume_carried_reduced_by(), wash_items(), player::wear(), wear_item(), weight_carried_reduced_by(), npc::wield(), avatar::wield(), npc::wield_better_weapon(), player::wield_contents(), and memorial_logger::write().

◆ known_traps

trap_map Character::known_traps
protected

Definition at line 2133 of file character.h.

Referenced by add_known_trap(), knows_trap(), load(), and store().

◆ last_climate_control_ret

bool Character::last_climate_control_ret = false

Definition at line 2276 of file character.h.

Referenced by in_climate_control(), and game::start_game().

◆ last_item

◆ last_sleep_check

time_point Character::last_sleep_check = calendar::turn_zero
protected

last time we checked for sleep

Definition at line 2138 of file character.h.

Referenced by player::load(), and player::store().

◆ last_target

weak_ptr_fast<Creature> Character::last_target

Definition at line 1602 of file character.h.

Referenced by player::load(), and player::store().

◆ last_target_pos

cata::optional<tripoint> Character::last_target_pos

Definition at line 1603 of file character.h.

Referenced by player::load(), and player::store().

◆ magic

◆ male

◆ martial_arts_data

◆ max_power_level

◆ melee_miss_reasons

struct weighted_int_list< std::string > Character::melee_miss_reasons
private

Definition at line 2255 of file character.h.

Referenced by add_miss_reason(), clear_miss_reasons(), and get_miss_reason().

◆ morale

◆ mounted_creature

◆ mounted_creature_id

int Character::mounted_creature_id = 0

Definition at line 1622 of file character.h.

Referenced by load().

◆ move_mode

◆ mut_drench

std::array<std::array<int, NUM_WATER_TOLERANCE>, num_bp> Character::mut_drench
protected

Definition at line 902 of file character.h.

Referenced by apply_wetness_morale(), and drench_mut_calc().

◆ mutation_category_level

std::map<std::string, int> Character::mutation_category_level

◆ my_bionics

◆ my_fac

◆ my_mutations

std::unordered_map<trait_id, trait_data> Character::my_mutations
protected

Traits / mutations of the character.

Key is the mutation id (it's also a valid key into mutation_data), the value describes the status of the mutation. If there is not entry for a mutation, the character does not have it. If the map contains the entry, the character has the mutation.

Definition at line 2147 of file character.h.

Referenced by activate_mutation(), active_light(), clear_mutations(), avatar::create(), deactivate_mutation(), get_mutations(), get_overlay_ids(), has_active_mutation(), has_opposite_trait(), has_trait(), load(), mutation_effect(), mutation_spend_resources(), player::power_mutations_ui(), rebuild_mutation_cache(), set_mutation(), store(), suffer(), switch_mutations(), toggle_trait(), trait_by_invlet(), and unset_mutation().

◆ my_traits

std::unordered_set<trait_id> Character::my_traits
protected

Contains mutation ids of the base traits.

Definition at line 2151 of file character.h.

Referenced by clear_mutations(), get_base_traits(), has_base_trait(), load(), store(), and toggle_trait().

◆ name

std::string Character::name

Definition at line 1568 of file character.h.

Referenced by assign_activity(), vehicle::automatic_fire_turret(), bionics_install_failure(), map::board_vehicle(), body_window(), butcher_corpse_activity(), butchery_drops_harvest(), talk_function::buy_100_logs(), talk_function::buy_10_logs(), talk_function::buy_haircut(), talk_function::buy_shave(), veh_interact::calc_overview(), can_wear(), enchantment::cast_enchantment_spell(), debug_menu::character_edit_menu(), activity_handlers::chop_logs_finish(), game::cleanup_at_end(), veh_interact::complete_vehicle(), target_ui::confirm_non_enemy_target(), npc::consume_food(), player::consume_item(), avatar::create(), mission_end::deposit_box(), item_location::impl::item_on_person::describe(), basecamp::deserialize(), faction::deserialize(), vehicle::deserialize(), npc::die(), player::disarm(), player::disp_info(), disp_name(), npc::do_reload(), overmap_ui::draw_ascii(), draw_tip(), npc::drop_items(), dialogue::dynamic_line(), talk_function::end_conversation(), enumerate_unmet_requirements(), npc::execute_action(), extended_description(), npc::faction_display(), fetch_activity(), talk_function::field_build_1(), talk_function::field_build_2(), talk_function::field_plant(), basecamp::finish_return(), player::fire_gun(), overmapbuffer::fix_npcs(), talk_function::flee(), talk_function::forage_return(), game::forced_door_closing(), npc::form_opinion(), iuse::geiger(), generic_multi_activity_locations(), get_name(), game::get_player_base_save_path(), vehicle::get_targeting_npc(), talk_function::give_aid(), talk_function::give_all_aid(), talk_function::give_equipment(), npc::go_to_omt_destination(), npc::handle_sound(), player::hardcoded_effects(), iexamine::harvest_plant(), healing_rate(), talk_function::hostile(), talk_function::insult_combat(), activity_handlers::jackhammer_finish(), talk_function::labor_return(), talk_function::leave(), load(), npc::load(), npc_template::load(), game::load(), submap::load(), npc::load_npc_template(), make_fake_npc(), melee_attack(), talk_function::morale_chat_activity(), npc::move(), move_item(), game::move_save_to_graveyard(), npc::move_to(), npc::mug_player(), mutation_attacks(), game::npc_menu(), npc_temp_orders_menu(), npc_throw(), player::on_hit(), npc::on_load(), dialogue::opt(), perform_technique(), trading_window::perform_trade(), petfood(), pick_name(), npc::pick_up_item(), activity_handlers::pickaxe_finish(), place_corpse(), mission_start::place_dog(), mission_start::place_npc_software(), npc::print_info(), print_info(), game::quickload(), avatar::randomize(), talk_function::remove_overseer(), reveal_target(), rod_fish(), game::save(), avatar::save_template(), npc::say(), npc::scan_new_items(), talk_function::scavenging_patrol_return(), talk_function::scavenging_raid_return(), player::select_ammo(), basecamp::serialize(), faction::serialize(), vehicle::serialize(), npc::set_attitude(), set_description(), talk_function::set_npc_pickup(), talk_effect_fun_t::set_u_buy_item(), talk_effect_fun_t::set_u_buy_monster(), talk_effect_fun_t::set_u_sell_item(), npc::setpos(), short_description_parts(), show_photo_selection(), player::sort_armor(), standard_npc::standard_npc(), talk_function::start_mugging(), game_menus::inv::steal(), avatar::steal(), talk_function::stop_following(), talk_function::stop_guard(), npc::store(), talk_function::stranger_neutral(), suffer_from_schizophrenia(), survive_random_encounter(), npc::talk_to_u(), tidy_activity(), npc::travel_overmap(), update_time_fixed(), trading_window::update_win(), npc::warn_about(), and memorial_logger::write().

◆ next_climate_control_check

time_point Character::next_climate_control_check

Definition at line 2275 of file character.h.

Referenced by in_climate_control(), and game::start_game().

◆ next_expected_position

cata::optional<tripoint> Character::next_expected_position
private

◆ nv_cached

bool Character::nv_cached = false

Definition at line 1573 of file character.h.

Referenced by action_taken(), has_nv(), player::player(), and reset_stats().

◆ nv_range

float Character::nv_range = 0
protected

Definition at line 2166 of file character.h.

Referenced by get_vision_threshold(), and recalc_sight_limits().

◆ omt_path

◆ overmap_time

std::unordered_map<point_abs_omt, time_duration> Character::overmap_time
protected

Amount of time the player has spent in each overmap tile.

Definition at line 2267 of file character.h.

Referenced by apply_persistent_morale(), load(), player::process_turn(), and store().

◆ oxygen

◆ path_settings

pimpl<pathfinding_settings> Character::path_settings
mutableprotected

Cache for pathfinding settings.

Most of it isn't changed too often, hence mutable.

Definition at line 2177 of file character.h.

Referenced by get_pathfinding_settings(), npc::get_pathfinding_settings(), avatar::grab(), and npc::npc().

◆ per_bonus

int Character::per_bonus = 0
protected

◆ per_cur

◆ per_max

◆ pkill

int Character::pkill = 0
private

◆ position

◆ power_level

units::energy Character::power_level
private

◆ radiation

int Character::radiation = 0
private

Definition at line 2248 of file character.h.

Referenced by get_rad(), load(), set_rad(), and store().

◆ reach_attacking

bool Character::reach_attacking = false

Definition at line 658 of file character.h.

Referenced by melee_attack(), and player::reach_attack().

◆ reactor_plut

int Character::reactor_plut = 0

Definition at line 1596 of file character.h.

Referenced by activate_bionic(), player::load(), player::store(), and suffer_from_radiation().

◆ recoil

◆ scent

int Character::scent = 0

Definition at line 1587 of file character.h.

Referenced by player::load(), and player::store().

◆ sight_max

int Character::sight_max = 0
protected

Definition at line 2167 of file character.h.

Referenced by player::player(), recalc_sight_limits(), sight_range(), and unimpaired_range().

◆ size_class

m_size Character::size_class = MS_MEDIUM
protected

Size class of character.

Definition at line 2131 of file character.h.

Referenced by get_size(), and recalculate_size().

◆ sleep_deprivation

int Character::sleep_deprivation = 0
private

◆ slow_rad

int Character::slow_rad = 0

Definition at line 1597 of file character.h.

Referenced by activate_bionic(), player::load(), player::store(), and suffer_from_radiation().

◆ stamina

int Character::stamina = 0
private

Definition at line 2239 of file character.h.

Referenced by get_stamina(), load(), mod_stamina(), set_stamina(), and store().

◆ stashed_outbounds_activity

◆ stashed_outbounds_backlog

player_activity Character::stashed_outbounds_backlog

◆ stim

int Character::stim = 0
private

Definition at line 2245 of file character.h.

Referenced by get_stim(), load(), mod_stim(), set_stim(), and store().

◆ stomach

◆ stored_calories

int Character::stored_calories = 0
private

Needs (hunger, starvation, thirst, fatigue, etc.)

Definition at line 2236 of file character.h.

Referenced by get_hunger_description(), get_stored_kcal(), load(), mod_stored_kcal(), set_stored_kcal(), and store().

◆ str_bonus

int Character::str_bonus = 0
protected

Bonuses to stats, calculated each turn.

Definition at line 2117 of file character.h.

Referenced by get_str(), get_str_bonus(), load(), mod_str_bonus(), reset_bonuses(), set_str_bonus(), and store().

◆ str_cur

◆ str_max

◆ tank_plut

int Character::tank_plut = 0

◆ temp_conv

◆ temp_cur

◆ thirst

int Character::thirst = 0
private

◆ time_died

time_point Character::time_died = calendar::before_time_starts
protected

Definition at line 2171 of file character.h.

Referenced by get_time_died(), and set_time_died().

◆ type_of_scent

scenttype_id Character::type_of_scent
private

Definition at line 2253 of file character.h.

Referenced by get_type_of_scent(), load(), set_type_of_scent(), and store().

◆ vision_mode_cache

std::bitset<NUM_VISION_MODES> Character::vision_mode_cache
protected

◆ vitamin_levels

std::map<vitamin_id, int> Character::vitamin_levels
protected

Current deficiency/excess quantity for each vitamin.

Definition at line 2190 of file character.h.

Referenced by load(), player::player(), store(), vitamin_get(), vitamin_mod(), and vitamin_set().

◆ warning_record

std::map<faction_id, std::pair<int, time_point> > Character::warning_record
protected

warnings from a faction about bad behavior

Definition at line 2140 of file character.h.

Referenced by player::load(), and player::store().

◆ weapon

item Character::weapon

Definition at line 1585 of file character.h.

Referenced by activate_bionic(), inventory_selector::add_character_items(), npc::aim(), allocated_invlets(), npc::alt_attack(), apply_damage(), avatar_action::autoattack(), npc::average_damage_dealt(), best_shield(), mattack::bio_op_disarm(), mattack::bio_op_takedown(), block_hit(), can_fire_turret(), avatar_action::can_fire_weapon(), npc::can_reload_current(), can_wear(), player::can_wield(), cast_spell(), npc::character_danger(), debug_menu::character_edit_menu(), check_art_charge_req(), npc::check_or_use_weapon_cbm(), player::consume(), mattack::copbot(), crafting_inventory(), avatar::create(), deactivate_bionic(), deal_damage(), npc::decide_needs(), player::disarm(), npc::discharge_cbm_weapon(), dismount(), iuse::ehandcuffs(), explosion_handler::emp_blast(), empty_buckets(), npc::execute_action(), extended_description(), npc::faction_display(), fire(), player::fire_gun(), avatar_action::fire_wielded_weapon(), forced_dismount(), npc::form_opinion(), mattack::frag(), player::get_eligible_containers_for_crafting(), get_item_position(), get_overlay_ids(), item::get_remaining_capacity_for_liquid(), aim_activity_actor::get_weapon(), get_weight(), give_item_to(), mattack::grab(), player::gun_value(), game::handle_action(), handle_problematic_pickup(), player::hardcoded_effects(), hardcoded_mutation_attack(), has_artifact_with(), i_at(), i_rem(), npc_trading::init_buying(), npc_trading::init_selling(), player::intimidation(), inv_dump(), npc::invalidate_range_cache(), game::inventory_item_menu(), is_armed(), steal_inventory_preset::is_shown(), ma_requirements::is_valid_character(), is_wielding(), item_handling_cost(), mdeath::jabberwock(), game::list_monsters(), load(), game::load(), character_martial_arts::martialart_use_message(), melee_attack(), melee_special_effects(), player::melee_value(), avatar_action::mend(), npc::method_of_attack(), npc::move(), avatar_action::move(), npc::move_pause(), npc::move_to(), normalize(), npc::npc_dismount(), item_location::impl::item_on_person::obtain_cost(), player::on_dodge(), parse_tags(), pick_one_up(), avatar_action::plthrow(), power_rating(), npc::pretend_fire(), print_aim(), npc::print_info(), game::process_artifact(), item::process_extinguish(), player::process_items(), mattack::pull_metal_weapon(), activity_handlers::pulp_do_turn(), npc::randomize(), rate_critter(), reach_attack(), player::reach_attack(), npc::regen_ai_cache(), game::reload_wielded(), remove_weapon(), mattack::rifle(), mattack::riotbot(), character_martial_arts::selected_style_name(), conditional_t< T >::set_can_stow_weapon(), gun_actor::shoot(), short_description_parts(), smash(), npc::smash_ability(), starting_inv(), npc::starting_weapon(), player::store(), npc::stow_item(), suffer_from_bad_bionics(), suffer_from_schizophrenia(), suffer_from_sunburn(), mattack::tankgun(), game::try_get_right_click_action(), salvage_actor::try_to_cut_up(), player::unwield(), update_bodytemp(), trading_window::update_win(), use_amount(), used_weapon(), npc::value(), player::weapname(), player::wear(), weight_carried_reduced_by(), weather_effect::wet_player(), npc::wield(), avatar::wield(), npc::wield_better_weapon(), player::wield_contents(), and memorial_logger::write().

◆ worn

std::list<item> Character::worn

Definition at line 1571 of file character.h.

Referenced by absorb_hit(), active_light(), advanced_inventory_pane::add_items_from_area(), npc::adjust_worn(), allocated_invlets(), amount_worn(), best_shield(), bodypart_exposure(), can_swap(), player::can_takeoff(), can_wear(), debug_menu::character_edit_menu(), check_and_recover_morale(), check_art_charge_req(), check_item_encumbrance_flag(), player::consume(), covered_with_flag(), crafting_inventory(), deal_damage(), dispose_item(), npc::dispose_item(), exclusive_flag_coverage(), extended_description(), fire(), get_armor(), get_armor_bash_base(), get_armor_bullet_base(), get_armor_cut_base(), get_armor_type(), get_dependent_worn_items(), get_effective_efficiency(), player::get_eligible_containers_for_crafting(), item::get_encumber(), get_env_resist(), get_item_position(), get_overlay_ids(), get_weight(), player::hardcoded_effects(), has_artifact_with(), head_cloth_encumbrance(), i_at(), i_rem(), player::immune_to(), in_climate_control(), inv_dump(), is_wearing(), is_wearing_active_optcloak(), is_wearing_active_power_armor(), is_wearing_helmet(), is_wearing_on_bp(), is_wearing_power_armor(), is_wearing_shoes(), is_worn(), item_encumb(), item_worn_with_flag(), load(), natural_attack_restricted_on(), item::on_wear(), map::player_in_field(), position_to_wear_new_item(), npc::print_info(), player::process_items(), item::process_tool(), remove_worn_items_with(), short_description_parts(), player::sort_armor(), standard_npc::standard_npc(), starting_clothes(), player::store(), npc::stow_item(), swim_speed(), player::takeoff(), update_bodytemp(), set_transform_iuse::use(), use_amount(), volume_capacity_reduced_by(), npc::wear_if_wanted(), wear_item(), wearing_something_on(), weight_capacity(), weight_carried_reduced_by(), weather_effect::wet_player(), avatar::wield(), game::wield(), worn_with_flag(), and memorial_logger::write().


The documentation for this class was generated from the following files: